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AssimpLoader: Reformating.

Mr.doob преди 8 години
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ревизия
01e32f5e44
променени са 1 файла, в които са добавени 1995 реда и са изтрити 1721 реда
  1. 1995 1721
      examples/js/loaders/AssimpLoader.js

+ 1995 - 1721
examples/js/loaders/AssimpLoader.js

@@ -1,2055 +1,2329 @@
+/**
+ * @author Virtulous / https://virtulo.us/
+ */
+
+( function () {
+
+	var Virtulous = {};
+
+	Virtulous.KeyFrame = function ( time, matrix ) {
+
+		this.time = time;
+		this.matrix = matrix.clone();
+		this.position = new THREE.Vector3();
+		this.quaternion = new THREE.Quaternion();
+		this.scale = new THREE.Vector3( 1, 1, 1 );
+		this.matrix.decompose( this.position, this.quaternion, this.scale );
+		this.clone = function () {
+
+			var n = new Virtulous.KeyFrame( this.time, this.matrix );
+			return n;
+
+		};
+		this.lerp = function ( nextKey, time ) {
+
+			time -= this.time;
+			var dist = ( nextKey.time - this.time );
+			var l = time / dist;
+			var l2 = 1 - l;
+			var keypos = this.position;
+			var keyrot = this.quaternion;
+			//      var keyscl =  key.parentspaceScl || key.scl;
+			var key2pos = nextKey.position;
+			var key2rot = nextKey.quaternion;
+				//  var key2scl =  key2.parentspaceScl || key2.scl;
+			Virtulous.KeyFrame.tempAniPos.x = keypos.x * l2 + key2pos.x * l;
+			Virtulous.KeyFrame.tempAniPos.y = keypos.y * l2 + key2pos.y * l;
+			Virtulous.KeyFrame.tempAniPos.z = keypos.z * l2 + key2pos.z * l;
+			//     tempAniScale.x = keyscl[0] * l2 + key2scl[0] * l;
+			//     tempAniScale.y = keyscl[1] * l2 + key2scl[1] * l;
+			//     tempAniScale.z = keyscl[2] * l2 + key2scl[2] * l;
+			Virtulous.KeyFrame.tempAniQuat.set( keyrot.x, keyrot.y, keyrot.z, keyrot.w );
+			Virtulous.KeyFrame.tempAniQuat.slerp( key2rot, l );
+			return Virtulous.KeyFrame.tempAniMatrix.compose( Virtulous.KeyFrame.tempAniPos, Virtulous.KeyFrame.tempAniQuat, Virtulous.KeyFrame.tempAniScale );
+
+		};
+
+	};
+
+	Virtulous.KeyFrame.tempAniPos = new THREE.Vector3();
+	Virtulous.KeyFrame.tempAniQuat = new THREE.Quaternion();
+	Virtulous.KeyFrame.tempAniScale = new THREE.Vector3( 1, 1, 1 );
+	Virtulous.KeyFrame.tempAniMatrix = new THREE.Matrix4();
+	Virtulous.KeyFrameTrack = function () {
+
+		this.keys = [];
+		this.target = null;
+		this.time = 0;
+		this.length = 0;
+		this._accelTable = {};
+		this.fps = 20;
+		this.addKey = function ( key ) {
+
+			this.keys.push( key );
+
+		};
+		this.init = function () {
+
+			this.sortKeys();
+
+			if ( this.keys.length > 0 )
+				this.length = this.keys[ this.keys.length - 1 ].time;
+			else
+				this.length = 0;
+
+			if ( ! this.fps ) return;
+
+			for ( var j = 0; j < this.length * this.fps; j ++ ) {
+
+				for ( var i = 0; i < this.keys.length; i ++ ) {
+
+					if ( this.keys[ i ].time == j ) {
+
+						this._accelTable[ j ] = i;
+						break;
+
+					} else if ( this.keys[ i ].time < j / this.fps && this.keys[ i + 1 ] && this.keys[ i + 1 ].time >= j / this.fps ) {
+
+						this._accelTable[ j ] = i;
+						break;
+
+					}
+
+				}
+
+			}
+
+		};
+
+		this.parseFromThree = function ( data ) {
+
+			var fps = data.fps;
+			this.target = data.node;
+			var track = data.hierarchy[ 0 ].keys;
+			for ( var i = 0; i < track.length; i ++ ) {
+
+				this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].targets[ 0 ].data ) );
+
+			}
+			this.init();
+
+		};
+
+		this.parseFromCollada = function ( data ) {
+
+			var track = data.keys;
+			var fps = this.fps;
+
+			for ( var i = 0; i < track.length; i ++ ) {
+
+				this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].matrix ) );
+
+			}
+
+			this.init();
+
+		};
+
+		this.sortKeys = function () {
+
+			this.keys.sort( this.keySortFunc );
+
+		};
+
+		this.keySortFunc = function ( a, b ) {
+
+			return a.time - b.time;
+
+		};
+
+		this.clone = function () {
+
+			var t = new Virtulous.KeyFrameTrack();
+			t.target = this.target;
+			t.time = this.time;
+			t.length = this.length;
+
+			for ( var i = 0; i < this.keys.length; i ++ ) {
+
+				t.addKey( this.keys[ i ].clone() );
+
+			}
+
+			t.init();
+			return t;
+
+		};
+
+		this.reTarget = function ( root, compareitor ) {
+
+			if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
+			this.target = compareitor( root, this.target );
+
+		};
+
+		this.keySearchAccel = function ( time ) {
+
+			time *= this.fps;
+			time = Math.floor( time );
+			return this._accelTable[ time ] || 0;
+
+		};
+
+		this.setTime = function ( time ) {
+
+			time = Math.abs( time );
+			if ( this.length )
+				time = time % this.length + .05;
+			var key0 = null;
+			var key1 = null;
+
+			for ( var i = this.keySearchAccel( time ); i < this.keys.length; i ++ ) {
+
+				if ( this.keys[ i ].time == time ) {
+
+					key0 = this.keys[ i ];
+					key1 = this.keys[ i ];
+					break;
+
+				} else if ( this.keys[ i ].time < time && this.keys[ i + 1 ] && this.keys[ i + 1 ].time > time ) {
+
+					key0 = this.keys[ i ];
+					key1 = this.keys[ i + 1 ];
+					break;
+
+				} else if ( this.keys[ i ].time < time && i == this.keys.length - 1 ) {
+
+					key0 = this.keys[ i ];
+					key1 = this.keys[ 0 ].clone();
+					key1.time += this.length + .05;
+					break;
+
+				}
+
+			}
+
+			if ( key0 && key1 && key0 !== key1 ) {
+
+				this.target.matrixAutoUpdate = false;
+				this.target.matrix.copy( key0.lerp( key1, time ) );
+				this.target.matrixWorldNeedsUpdate = true;
+				return;
+
+			}
+
+			if ( key0 && key1 && key0 == key1 ) {
+
+				this.target.matrixAutoUpdate = false;
+				this.target.matrix.copy( key0.matrix );
+				this.target.matrixWorldNeedsUpdate = true;
+				return;
+
+			}
+
+		};
+
+	};
+
+	Virtulous.TrackTargetNodeNameCompare = function ( root, target ) {
+
+		function find( node, name ) {
+
+			if ( node.name == name )
+				return node;
+
+			for ( var i = 0; i < node.children.length; i ++ ) {
+
+				var r = find( node.children[ i ], name );
+				if ( r ) return r;
+
+			}
+
+			return null;
+
+		}
+
+		return find( root, target.name );
+
+	};
+
+	Virtulous.Animation = function () {
+
+		this.tracks = [];
+		this.length = 0;
+
+		this.addTrack = function ( track ) {
+
+			this.tracks.push( track );
+			this.length = Math.max( track.length, this.length );
+
+		};
+
+		this.setTime = function ( time ) {
+
+			this.time = time;
+
+			for ( var i = 0; i < this.tracks.length; i ++ )
+				this.tracks[ i ].setTime( time );
+
+		};
+
+		this.clone = function ( target, compareitor ) {
+
+			if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
+			var n = new Virtulous.Animation();
+			n.target = target;
+			for ( var i = 0; i < this.tracks.length; i ++ ) {
+
+				var track = this.tracks[ i ].clone();
+				track.reTarget( target, compareitor );
+				n.addTrack( track );
+
+			}
+
+			return n;
+
+		};
+
+	};
+
+	var ASSBIN_CHUNK_AICAMERA = 0x1234;
+	var ASSBIN_CHUNK_AILIGHT = 0x1235;
+	var ASSBIN_CHUNK_AITEXTURE = 0x1236;
+	var ASSBIN_CHUNK_AIMESH = 0x1237;
+	var ASSBIN_CHUNK_AINODEANIM = 0x1238;
+	var ASSBIN_CHUNK_AISCENE = 0x1239;
+	var ASSBIN_CHUNK_AIBONE = 0x123a;
+	var ASSBIN_CHUNK_AIANIMATION = 0x123b;
+	var ASSBIN_CHUNK_AINODE = 0x123c;
+	var ASSBIN_CHUNK_AIMATERIAL = 0x123d;
+	var ASSBIN_CHUNK_AIMATERIALPROPERTY = 0x123e;
+	var ASSBIN_MESH_HAS_POSITIONS = 0x1;
+	var ASSBIN_MESH_HAS_NORMALS = 0x2;
+	var ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS = 0x4;
+	var ASSBIN_MESH_HAS_TEXCOORD_BASE = 0x100;
+	var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000;
+	var AI_MAX_NUMBER_OF_COLOR_SETS = 1;
+	var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4;
+	var aiLightSource_UNDEFINED = 0x0;
+	//! A directional light source has a well-defined direction
+	//! but is infinitely far away. That's quite a good
+	//! approximation for sun light.
+	var aiLightSource_DIRECTIONAL = 0x1;
+	//! A point light source has a well-defined position
+	//! in space but no direction - it emits light in all
+	//! directions. A normal bulb is a point light.
+	var aiLightSource_POINT = 0x2;
+	//! A spot light source emits light in a specific
+	//! angle. It has a position and a direction it is pointing to.
+	//! A good example for a spot light is a light spot in
+	//! sport arenas.
+	var aiLightSource_SPOT = 0x3;
+	//! The generic light level of the world, including the bounces
+	//! of all other lightsources.
+	//! Typically, there's at most one ambient light in a scene.
+	//! This light type doesn't have a valid position, direction, or
+	//! other properties, just a color.
+	var aiLightSource_AMBIENT = 0x4;
+	/** Flat shading. Shading is done on per-face base,
+	 *  diffuse only. Also known as 'faceted shading'.
+	 */
+	var aiShadingMode_Flat = 0x1;
+	/** Simple Gouraud shading.
+	 */
+	var aiShadingMode_Gouraud = 0x2;
+	/** Phong-Shading -
+	 */
+	var aiShadingMode_Phong = 0x3;
+	/** Phong-Blinn-Shading
+	 */
+	var aiShadingMode_Blinn = 0x4;
+	/** Toon-Shading per pixel
+	 *
+	 *  Also known as 'comic' shader.
+	 */
+	var aiShadingMode_Toon = 0x5;
+	/** OrenNayar-Shading per pixel
+	 *
+	 *  Extension to standard Lambertian shading, taking the
+	 *  roughness of the material into account
+	 */
+	var aiShadingMode_OrenNayar = 0x6;
+	/** Minnaert-Shading per pixel
+	 *
+	 *  Extension to standard Lambertian shading, taking the
+	 *  "darkness" of the material into account
+	 */
+	var aiShadingMode_Minnaert = 0x7;
+	/** CookTorrance-Shading per pixel
+	 *
+	 *  Special shader for metallic surfaces.
+	 */
+	var aiShadingMode_CookTorrance = 0x8;
+	/** No shading at all. Constant light influence of 1.0.
+	 */
+	var aiShadingMode_NoShading = 0x9;
+	/** Fresnel shading
+	 */
+	var aiShadingMode_Fresnel = 0xa;
+	var aiTextureType_NONE = 0x0;
+	/** The texture is combined with the result of the diffuse
+	 *  lighting equation.
+	 */
+	var aiTextureType_DIFFUSE = 0x1;
+	/** The texture is combined with the result of the specular
+	 *  lighting equation.
+	 */
+	var aiTextureType_SPECULAR = 0x2;
+	/** The texture is combined with the result of the ambient
+	 *  lighting equation.
+	 */
+	var aiTextureType_AMBIENT = 0x3;
+	/** The texture is added to the result of the lighting
+	 *  calculation. It isn't influenced by incoming light.
+	 */
+	var aiTextureType_EMISSIVE = 0x4;
+	/** The texture is a height map.
+	 *
+	 *  By convention, higher gray-scale values stand for
+	 *  higher elevations from the base height.
+	 */
+	var aiTextureType_HEIGHT = 0x5;
+	/** The texture is a (tangent space) normal-map.
+	 *
+	 *  Again, there are several conventions for tangent-space
+	 *  normal maps. Assimp does (intentionally) not
+	 *  distinguish here.
+	 */
+	var aiTextureType_NORMALS = 0x6;
+	/** The texture defines the glossiness of the material.
+	 *
+	 *  The glossiness is in fact the exponent of the specular
+	 *  (phong) lighting equation. Usually there is a conversion
+	 *  function defined to map the linear color values in the
+	 *  texture to a suitable exponent. Have fun.
+	 */
+	var aiTextureType_SHININESS = 0x7;
+	/** The texture defines per-pixel opacity.
+	 *
+	 *  Usually 'white' means opaque and 'black' means
+	 *  'transparency'. Or quite the opposite. Have fun.
+	 */
+	var aiTextureType_OPACITY = 0x8;
+	/** Displacement texture
+	 *
+	 *  The exact purpose and format is application-dependent.
+	 *  Higher color values stand for higher vertex displacements.
+	 */
+	var aiTextureType_DISPLACEMENT = 0x9;
+	/** Lightmap texture (aka Ambient Occlusion)
+	 *
+	 *  Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
+	 *  covered by this material property. The texture contains a
+	 *  scaling value for the final color value of a pixel. Its
+	 *  intensity is not affected by incoming light.
+	 */
+	var aiTextureType_LIGHTMAP = 0xA;
+	/** Reflection texture
+	 *
+	 * Contains the color of a perfect mirror reflection.
+	 * Rarely used, almost never for real-time applications.
+	 */
+	var aiTextureType_REFLECTION = 0xB;
+	/** Unknown texture
+	 *
+	 *  A texture reference that does not match any of the definitions
+	 *  above is considered to be 'unknown'. It is still imported,
+	 *  but is excluded from any further postprocessing.
+	 */
+	var aiTextureType_UNKNOWN = 0xC;
+	var BONESPERVERT = 4;
+
+	function ASSBIN_MESH_HAS_TEXCOORD( n ) {
+
+		return ASSBIN_MESH_HAS_TEXCOORD_BASE << n;
+
+	}
+
+	function ASSBIN_MESH_HAS_COLOR( n ) {
+
+		return ASSBIN_MESH_HAS_COLOR_BASE << n;
+
+	}
+
+	function markBones( scene ) {
+
+		for ( var i in scene.mMeshes ) {
+
+			var mesh = scene.mMeshes[ i ];
+			for ( var k in mesh.mBones ) {
+
+				var boneNode = scene.findNode( mesh.mBones[ k ].mName );
+				if ( boneNode )
+					boneNode.isBone = true;
+
+			}
+
+		}
+
+	}
+	function cloneTreeToBones( root, scene ) {
+
+		var rootBone = new THREE.Bone();
+		rootBone.matrix.copy( root.matrix );
+		rootBone.matrixWorld.copy( root.matrixWorld );
+		rootBone.position.copy( root.position );
+		rootBone.quaternion.copy( root.quaternion );
+		rootBone.scale.copy( root.scale );
+		scene.nodeCount++;
+		rootBone.name = "bone_" + root.name + scene.nodeCount.toString();
+
+		if ( ! scene.nodeToBoneMap[ root.name ] )
+			scene.nodeToBoneMap[ root.name ] = [];
+		scene.nodeToBoneMap[ root.name ].push( rootBone );
+		for ( var i in root.children ) {
+
+			var child = cloneTreeToBones( root.children[ i ], scene );
+			if ( child )
+				rootBone.add( child );
+
+		}
+
+		return rootBone;
+
+	}
+
+	function aiAnimation() {
+
+		this.mName = "";
+		this.mDuration = 0;
+		this.mTicksPerSecond = 0;
+		this.mNumChannels = 0;
+		this.mChannels = [];
+
+	}
+
+	function sortWeights( indexes, weights ) {
+
+		var pairs = [];
+
+		for ( var i = 0; i < indexes.length; i ++ ) {
+
+			pairs.push( {
+				i: indexes[ i ],
+				w: weights[ i ]
+			} );
+
+		}
+
+		pairs.sort( function ( a, b ) { return b.w - a.w } );
+
+		while ( pairs.length < 4 ) {
+
+			pairs.push( {
+				i: 0,
+				w: 0
+			} );
+
+		}
+
+		if ( pairs.length > 4 )
+			pairs.length = 4;
+		var sum = 0;
+
+		for ( var i = 0; i < 4; i ++ ) {
+
+			sum += pairs[ i ].w * pairs[ i ].w;
+
+		}
+
+		sum = Math.sqrt( sum );
+
+		for ( var i = 0; i < 4; i ++ ) {
+
+			pairs[ i ].w = pairs[ i ].w / sum;
+			indexes[ i ] = pairs[ i ].i;
+			weights[ i ] = pairs[ i ].w;
+
+		}
+
+	}
+
+	function findMatchingBone( root, name ) {
+
+		if ( root.name.indexOf( "bone_" + name ) == 0 )
+			return root;
+
+		for ( var i in root.children ) {
+
+			var ret = findMatchingBone( root.children[ i ], name );
+
+			if ( ret )
+				return ret;
+
+		}
+
+		return undefined;
+
+	}
+
+	function aiMesh() {
+
+		this.mPrimitiveTypes = 0;
+		this.mNumVertices = 0;
+		this.mNumFaces = 0;
+		this.mNumBones = 0;
+		this.mMaterialIndex = 0;
+		this.mVertices = [];
+		this.mNormals = [];
+		this.mTangents = [];
+		this.mBitangents = [];
+		this.mColors = [
+			[]
+		];
+		this.mTextureCoords = [
+			[]
+		];
+		this.mFaces = [];
+		this.mBones = [];
+		this.hookupSkeletons = function ( scene, threeScene ) {
+
+			if ( this.mBones.length == 0 ) return;
+
+			var allBones = [];
+			var offsetMatrix = [];
+			var skeletonRoot = scene.findNode( this.mBones[ 0 ].mName );
+
+			while ( skeletonRoot.mParent && skeletonRoot.mParent.isBone ) {
+
+				skeletonRoot = skeletonRoot.mParent;
+
+			}
+
+			var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
+			var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
+			this.threeNode.add( threeSkeletonRootBone );
+
+			for ( var i = 0; i < this.mBones.length; i ++ ) {
+
+				var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
+
+				if ( bone ) {
+
+					var tbone = bone;
+					allBones.push( tbone );
+					//tbone.matrixAutoUpdate = false;
+					offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );
+
+				} else {
+
+					var skeletonRoot = scene.findNode( this.mBones[ i ].mName );
+					if ( ! skeletonRoot ) return;
+					var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
+					var threeSkeletonRootParent = threeSkeletonRoot.parent;
+					var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
+					this.threeNode.add( threeSkeletonRootBone );
+					var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
+					var tbone = bone;
+					allBones.push( tbone );
+					//tbone.matrixAutoUpdate = false;
+					offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );
+
+				}
+
+			}
+			var skeleton = new THREE.Skeleton( allBones, offsetMatrix );
+
+			this.threeNode.bind( skeleton, new THREE.Matrix4() );
+			this.threeNode.material.skinning = true;
+
+		};
+
+		this.toTHREE = function ( scene ) {
+
+			if ( this.threeNode ) return this.threeNode;
+			var geometry = new THREE.BufferGeometry();
+			var mat;
+			if ( scene.mMaterials[ this.mMaterialIndex ] )
+				mat = scene.mMaterials[ this.mMaterialIndex ].toTHREE( scene );
+			else
+				mat = new THREE.MeshLambertMaterial();
+			geometry.setIndex( new THREE.BufferAttribute( new Uint32Array( this.mIndexArray ), 1 ) );
+			geometry.addAttribute( 'position', new THREE.BufferAttribute( this.mVertexBuffer, 3 ) );
+			if ( this.mNormalBuffer.length > 0 )
+				geometry.addAttribute( 'normal', new THREE.BufferAttribute( this.mNormalBuffer, 3 ) );
+			if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
+				geometry.addAttribute( 'color', new THREE.BufferAttribute( this.mColorBuffer, 4 ) );
+			if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
+				geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
+			if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ] && this.mTextureCoords[ 1 ].length > 0 )
+				geometry.addAttribute( 'uv1', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
+			if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
+				geometry.addAttribute( 'tangents', new THREE.BufferAttribute( this.mTangentBuffer, 3 ) );
+			if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
+				geometry.addAttribute( 'bitangents', new THREE.BufferAttribute( this.mBitangentBuffer, 3 ) );
+			if ( this.mBones.length > 0 ) {
+
+				var weights = [];
+				var bones = [];
+
+				for ( var i = 0; i < this.mBones.length; i ++ ) {
+
+					for ( var j = 0; j < this.mBones[ i ].mWeights.length; j ++ ) {
+
+						var weight = this.mBones[ i ].mWeights[ j ];
+						if ( weight ) {
+
+							if ( ! weights[ weight.mVertexId ] ) weights[ weight.mVertexId ] = [];
+							if ( ! bones[ weight.mVertexId ] ) bones[ weight.mVertexId ] = [];
+							weights[ weight.mVertexId ].push( weight.mWeight );
+							bones[ weight.mVertexId ].push( parseInt( i ) );
+
+						}
+
+					}
+
+				}
+
+				for ( var i in bones ) {
+
+					sortWeights( bones[ i ], weights[ i ] );
+
+				}
+
+				var _weights = [];
+				var _bones = [];
+
+				for ( var i = 0; i < weights.length; i ++ ) {
+
+					for ( var j = 0; j < 4; j ++ ) {
+
+						if ( weights[ i ] && bones[ i ] ) {
+
+							_weights.push( weights[ i ][ j ] );
+							_bones.push( bones[ i ][ j ] );
+
+						} else {
+
+							_weights.push( 0 );
+							_bones.push( 0 );
+
+						}
+
+					}
+
+				}
+
+				geometry.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
+				geometry.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( _bones ), BONESPERVERT ) );
+
+			}
+
+			var mesh;
+
+			if ( this.mBones.length == 0 )
+				mesh = new THREE.Mesh( geometry, mat );
+
+			if ( this.mBones.length > 0 )
+				mesh = new THREE.SkinnedMesh( geometry, mat );
+
+			this.threeNode = mesh;
+			//mesh.matrixAutoUpdate = false;
+			return mesh;
+
+		};
+
+	}
+
+	function aiFace() {
+
+		this.mNumIndices = 0;
+		this.mIndices = [];
+
+	}
+
+	function aiVector3D() {
+
+		this.x = 0;
+		this.y = 0;
+		this.z = 0;
+
+		this.toTHREE = function () {
+
+			return new THREE.Vector3( this.x, this.y, this.z );
+
+		};
+
+	}
+
+	function aiVector2D() {
+
+		this.x = 0;
+		this.y = 0;
+		this.toTHREE = function () {
+
+			return new THREE.Vector2( this.x, this.y );
+
+		};
+
+	}
+
+	function aiVector4D() {
+
+		this.w = 0;
+		this.x = 0;
+		this.y = 0;
+		this.z = 0;
+		this.toTHREE = function () {
+
+			return new THREE.Vector4( this.w, this.x, this.y, this.z );
+
+		};
+
+	}
+
+	function aiColor4D() {
+
+		this.r = 0;
+		this.g = 0;
+		this.b = 0;
+		this.a = 0;
+		this.toTHREE = function () {
+
+			return new THREE.Color( this.r, this.g, this.b, this.a );
+
+		};
+
+	}
+
+	function aiColor3D() {
+
+		this.r = 0;
+		this.g = 0;
+		this.b = 0;
+		this.a = 0;
+		this.toTHREE = function () {
+
+			return new THREE.Color( this.r, this.g, this.b, 1 );
+
+		};
+
+	}
+
+	function aiQuaternion() {
+
+		this.x = 0;
+		this.y = 0;
+		this.z = 0;
+		this.w = 0;
+		this.toTHREE = function () {
+
+			return new THREE.Quaternion( this.x, this.y, this.z, this.w );
+
+		};
+
+	}
+
+	function aiVertexWeight() {
+
+		this.mVertexId = 0;
+		this.mWeight = 0;
+
+	}
+
+	function aiString() {
+
+		this.data = [];
+		this.toString = function () {
+
+			var str = '';
+			this.data.forEach( function ( i ) {
+
+				str += ( String.fromCharCode( i ) );
+
+			} );
+			return str.replace( /[^\x20-\x7E]+/g, '' );
+
+		};
+
+	}
+
+	function aiVectorKey() {
+
+		this.mTime = 0;
+		this.mValue = null;
+
+	}
+
+	function aiQuatKey() {
+
+		this.mTime = 0;
+		this.mValue = null;
+
+	}
+
+	function aiNode() {
+
+		this.mName = '';
+		this.mTransformation = [];
+		this.mNumChildren = 0;
+		this.mNumMeshes = 0;
+		this.mMeshes = [];
+		this.mChildren = [];
+		this.toTHREE = function ( scene ) {
+
+			if ( this.threeNode ) return this.threeNode;
+			var o = new THREE.Object3D();
+			o.name = this.mName;
+			o.matrix = this.mTransformation.toTHREE();
+
+			for ( var i = 0; i < this.mChildren.length; i ++ ) {
+
+				o.add( this.mChildren[ i ].toTHREE( scene ) );
+
+			}
+
+			for ( var i = 0; i < this.mMeshes.length; i ++ ) {
+
+				o.add( scene.mMeshes[ this.mMeshes[ i ] ].toTHREE( scene ) );
+
+			}
+
+			this.threeNode = o;
+			//o.matrixAutoUpdate = false;
+			o.matrix.decompose( o.position, o.quaternion, o.scale );
+			return o;
+
+		};
+
+	}
+
+	function aiBone() {
+
+		this.mName = '';
+		this.mNumWeights = 0;
+		this.mOffsetMatrix = 0;
+
+	}
+
+	function aiMaterialProperty() {
+
+		this.mKey = "";
+		this.mSemantic = 0;
+		this.mIndex = 0;
+		this.mData = [];
+		this.mDataLength = 0;
+		this.mType = 0;
+		this.dataAsColor = function () {
+
+			var array = ( new Uint8Array( this.mData ) ).buffer;
+			var reader = new DataView( array );
+			var r = reader.getFloat32( 0, true );
+			var g = reader.getFloat32( 4, true );
+			var b = reader.getFloat32( 8, true );
+			//var a = reader.getFloat32(12, true);
+			return new THREE.Color( r, g, b );
+
+		};
+
+		this.dataAsFloat = function () {
+
+			var array = ( new Uint8Array( this.mData ) ).buffer;
+			var reader = new DataView( array );
+			var r = reader.getFloat32( 0, true );
+			return r;
+
+		};
+
+		this.dataAsBool = function () {
+
+			var array = ( new Uint8Array( this.mData ) ).buffer;
+			var reader = new DataView( array );
+			var r = reader.getFloat32( 0, true );
+			return !! r;
+
+		};
+
+		this.dataAsString = function () {
+
+			var s = new aiString();
+			s.data = this.mData;
+			return s.toString();
+
+		};
+
+		this.dataAsMap = function ( scene ) {
+
+			var baseURL = scene.baseURL;
+			baseURL = baseURL.substr( 0, baseURL.lastIndexOf( "/" ) + 1 );
+			var s = new aiString();
+			s.data = this.mData;
+			var path = s.toString();
+			path = path.replace( /\\/g, '/' );
+
+			if ( path.indexOf( "/" ) != - 1 ) {
+
+				path = path.substr( path.lastIndexOf( "/" ) + 1 );
+
+			}
+
+			return THREE.ImageUtils.loadTexture( baseURL + path );
+
+		};
+
+	}
+	var namePropMapping = {
+
+		"?mat.name": "name",
+		"$mat.shadingm": "shading",
+		"$mat.twosided": "twoSided",
+		"$mat.wireframe": "wireframe",
+		"$clr.ambient": "ambient",
+		"$clr.diffuse": "color",
+		"$clr.specular": "specular",
+		"$clr.emissive": "emissive",
+		"$clr.transparent": "transparent",
+		"$clr.reflective": "reflect",
+		"$mat.shininess": "shininess",
+		"$mat.reflectivity": "reflectivity",
+		"$mat.refracti": "refraction",
+		"$tex.file": "map"
+
+	};
+
+	var nameTexMapping = {
+
+		"$tex.ambient": "ambientMap",
+		"$clr.diffuse": "map",
+		"$clr.specular": "specMap",
+		"$clr.emissive": "emissive",
+		"$clr.transparent": "alphaMap",
+		"$clr.reflective": "reflectMap",
+
+	};
+
+	var nameTypeMapping = {
+
+		"?mat.name": "string",
+		"$mat.shadingm": "bool",
+		"$mat.twosided": "bool",
+		"$mat.wireframe": "bool",
+		"$clr.ambient": "color",
+		"$clr.diffuse": "color",
+		"$clr.specular": "color",
+		"$clr.emissive": "color",
+		"$clr.transparent": "color",
+		"$clr.reflective": "color",
+		"$mat.shininess": "float",
+		"$mat.reflectivity": "float",
+		"$mat.refracti": "float",
+		"$tex.file": "map"
+
+	};
+
+	function aiMaterial() {
+
+		this.mNumAllocated = 0;
+		this.mNumProperties = 0;
+		this.mProperties = [];
+		this.toTHREE = function ( scene ) {
+
+			var name = this.mProperties[ 0 ].dataAsString();
+			var mat = new THREE.MeshPhongMaterial();
+
+			for ( var i = 0; i < this.mProperties.length; i ++ ) {
+
+				if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'float' )
+					mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsFloat();
+				if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'color' )
+					mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsColor();
+				if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'bool' )
+					mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsBool();
+				if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'string' )
+					mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsString();
+				if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'map' ) {
+
+					var prop = this.mProperties[ i ];
+					if ( prop.mSemantic == aiTextureType_DIFFUSE )
+						mat.map = this.mProperties[ i ].dataAsMap( scene );
+					if ( prop.mSemantic == aiTextureType_NORMALS )
+						mat.normalMap = this.mProperties[ i ].dataAsMap( scene );
+					if ( prop.mSemantic == aiTextureType_LIGHTMAP )
+						mat.lightMap = this.mProperties[ i ].dataAsMap( scene );
+					if ( prop.mSemantic == aiTextureType_OPACITY )
+						mat.alphaMap = this.mProperties[ i ].dataAsMap( scene );
+
+				}
+
+			}
+
+			mat.ambient.r = .53;
+			mat.ambient.g = .53;
+			mat.ambient.b = .53;
+			mat.color.r = 1;
+			mat.color.g = 1;
+			mat.color.b = 1;
+			return mat;
+
+		};
+
+	}
+
+
+	function veclerp( v1, v2, l ) {
+
+		var v = new THREE.Vector3();
+		var lm1 = 1 - l;
+		v.x = v1.x * l + v2.x * lm1;
+		v.y = v1.y * l + v2.y * lm1;
+		v.z = v1.z * l + v2.z * lm1;
+		return v;
+
+	}
+
+	function quatlerp( q1, q2, l ) {
+
+		return q1.clone().slerp( q2, 1 - l );
+
+	}
+
+	function sampleTrack( keys, time, lne, lerp ) {
+
+		if ( keys.length == 1 ) return keys[ 0 ].mValue.toTHREE();
+
+		var dist = Infinity;
+		var key = null;
+		var nextKey = null;
+
+		for ( var i = 0; i < keys.length; i ++ ) {
+
+			var timeDist = Math.abs( keys[ i ].mTime - time );
+
+			if ( timeDist < dist && keys[ i ].mTime <= time ) {
+
+				dist = timeDist;
+				key = keys[ i ];
+				nextKey = keys[ i + 1 ];
+
+			}
+
+		}
+
+		if ( ! key ) return null;
+
+		if ( key && nextKey ) {
+
+			var dT = nextKey.mTime - key.mTime;
+			var T = key.mTime - time;
+			var l = T / dT;
+
+			return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );
+
+		}
+
+		nextKey = keys[ 0 ].clone();
+		nextKey.mTime += lne;
+
+		var dT = nextKey.mTime - key.mTime;
+		var T = key.mTime - time;
+		var l = T / dT;
+
+		return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );
+
+	}
+
+	function aiNodeAnim() {
+
+		this.mNodeName = "";
+		this.mNumPositionKeys = 0;
+		this.mNumRotationKeys = 0;
+		this.mNumScalingKeys = 0;
+		this.mPositionKeys = [];
+		this.mRotationKeys = [];
+		this.mScalingKeys = [];
+		this.mPreState = "";
+		this.mPostState = "";
+		this.init = function ( tps ) {
+
+			if ( ! tps ) tps = 1;
+
+			function t( t ) {
+
+				t.mTime /= tps;
+
+			}
+
+			this.mPositionKeys.forEach( t );
+			this.mRotationKeys.forEach( t );
+			this.mScalingKeys.forEach( t );
+
+		};
+
+		this.sortKeys = function () {
+
+			function comp( a, b ) {
+
+				return a.mTime - b.mTime;
+
+			}
+
+			this.mPositionKeys.sort( comp );
+			this.mRotationKeys.sort( comp );
+			this.mScalingKeys.sort( comp );
+
+		};
+
+		this.getLength = function () {
+
+			return Math.max(
+				Math.max.apply( null, this.mPositionKeys.map( function ( a ) { return a.mTime } ) ),
+				Math.max.apply( null, this.mRotationKeys.map( function ( a ) { return a.mTime } ) ),
+				Math.max.apply( null, this.mScalingKeys.map( function ( a ) { return a.mTime } ) )
+			);
+
+		};
+
+		this.toTHREE = function ( o, tps ) {
+
+			this.sortKeys();
+			var length = this.getLength();
+			var track = new Virtulous.KeyFrameTrack();
+
+			for ( var i = 0; i < length; i += .05 ) {
+
+				var matrix = new THREE.Matrix4();
+				var time = i;
+				var pos = sampleTrack( this.mPositionKeys, time, length, veclerp );
+				var scale = sampleTrack( this.mScalingKeys, time, length, veclerp );
+				var rotation = sampleTrack( this.mRotationKeys, time, length, quatlerp );
+				matrix.compose( pos, rotation, scale );
+
+				var key = new Virtulous.KeyFrame( time, matrix );
+				track.addKey( key );
+
+			}
+
+			track.target = o.findNode( this.mNodeName ).toTHREE();
+
+			var tracks = [ track ];
+
+			if ( o.nodeToBoneMap[ this.mNodeName ] ) {
+
+				for ( var i = 0; i < o.nodeToBoneMap[ this.mNodeName ].length; i ++ ) {
+
+					var t2 = track.clone();
+					t2.target = o.nodeToBoneMap[ this.mNodeName ][ i ];
+					tracks.push( t2 );
+
+				}
+
+			}
+
+			return tracks;
+
+		};
+
+	}
+
+	function aiAnimation() {
+
+		this.mName = "";
+		this.mDuration = 0;
+		this.mTicksPerSecond = 0;
+		this.mNumChannels = 0;
+		this.mChannels = [];
+		this.toTHREE = function ( root ) {
+
+			var animationHandle = new Virtulous.Animation();
+
+			for ( var i in this.mChannels ) {
+
+				this.mChannels[ i ].init( this.mTicksPerSecond );
+
+				var tracks = this.mChannels[ i ].toTHREE( root );
+
+				for ( var j in tracks ) {
+
+					tracks[ j ].init();
+					animationHandle.addTrack( tracks[ j ] );
+
+				}
+
+			}
+
+			animationHandle.length = Math.max.apply( null, animationHandle.tracks.map( function ( e ) { return e.length } ) );
+			return animationHandle;
+
+		};
+
+	}
+
+	function aiTexture() {
+
+		this.mWidth = 0;
+		this.mHeight = 0;
+		this.texAchFormatHint = [];
+		this.pcData = [];
+
+	}
+
+	function aiLight() {
+
+		this.mName = '';
+		this.mType = 0;
+		this.mAttenuationConstant = 0;
+		this.mAttenuationLinear = 0;
+		this.mAttenuationQuadratic = 0;
+		this.mAngleInnerCone = 0;
+		this.mAngleOuterCone = 0;
+		this.mColorDiffuse = null;
+		this.mColorSpecular = null;
+		this.mColorAmbient = null;
+
+	}
+
+	function aiCamera() {
+
+		this.mName = '';
+		this.mPosition = null;
+		this.mLookAt = null;
+		this.mUp = null;
+		this.mHorizontalFOV = 0;
+		this.mClipPlaneNear = 0;
+		this.mClipPlaneFar = 0;
+		this.mAspect = 0;
+
+	}
 
-(function(){
-
-
-var Virtulous = {};
-
-
-Virtulous.KeyFrame = function( time, matrix ) {
-
-    this.time = time;
-    this.matrix = matrix.clone();
-    this.position = new THREE.Vector3();
-    this.quaternion = new THREE.Quaternion();
-    this.scale = new THREE.Vector3( 1, 1, 1 );
-    this.matrix.decompose( this.position, this.quaternion, this.scale );
-    this.clone = function() {
-
-        var n = new Virtulous.KeyFrame( this.time, this.matrix );
-        return n;
-
-    }
-    this.lerp = function( nextKey, time ) {
-
-        time -= this.time;
-        var dist = ( nextKey.time - this.time );
-        var l = time / dist;
-        var l2 = 1 - l;
-        var keypos = this.position;
-        var keyrot = this.quaternion;
-        //      var keyscl =  key.parentspaceScl || key.scl;
-        var key2pos = nextKey.position;
-        var key2rot = nextKey.quaternion
-            //  var key2scl =  key2.parentspaceScl || key2.scl;
-        Virtulous.KeyFrame.tempAniPos.x = keypos.x * l2 + key2pos.x * l;
-        Virtulous.KeyFrame.tempAniPos.y = keypos.y * l2 + key2pos.y * l;
-        Virtulous.KeyFrame.tempAniPos.z = keypos.z * l2 + key2pos.z * l;
-        //     tempAniScale.x = keyscl[0] * l2 + key2scl[0] * l;
-        //     tempAniScale.y = keyscl[1] * l2 + key2scl[1] * l;
-        //     tempAniScale.z = keyscl[2] * l2 + key2scl[2] * l;
-        Virtulous.KeyFrame.tempAniQuat.set( keyrot.x, keyrot.y, keyrot.z, keyrot.w );
-        Virtulous.KeyFrame.tempAniQuat.slerp( key2rot, l );
-        return Virtulous.KeyFrame.tempAniMatrix.compose( Virtulous.KeyFrame.tempAniPos, Virtulous.KeyFrame.tempAniQuat, Virtulous.KeyFrame.tempAniScale );
-    
-    }
-
-}
-Virtulous.KeyFrame.tempAniPos = new THREE.Vector3();
-Virtulous.KeyFrame.tempAniQuat = new THREE.Quaternion();
-Virtulous.KeyFrame.tempAniScale = new THREE.Vector3( 1, 1, 1 );
-Virtulous.KeyFrame.tempAniMatrix = new THREE.Matrix4();
-Virtulous.KeyFrameTrack = function() {
-
-    this.keys = [];
-    this.target = null;
-    this.time = 0;
-    this.length = 0;
-    this._accelTable = {};
-    this.fps = 20;
-    this.addKey = function( key ) {
-
-        this.keys.push( key );
-    
-    }
-    this.init = function() {
-
-        this.sortKeys();
-        if ( this.keys.length > 0 )
-            this.length = this.keys[ this.keys.length - 1 ].time;
-        else
-            this.length = 0;
-        if ( !this.fps ) return;
-        for ( var j = 0; j < this.length * this.fps; j++ ) {
-
-            for ( var i = 0; i < this.keys.length; i++ ) {
+	function aiScene() {
 
-                if ( this.keys[ i ].time == j ) {
+		this.mFlags = 0;
+		this.mNumMeshes = 0;
+		this.mNumMaterials = 0;
+		this.mNumAnimations = 0;
+		this.mNumTextures = 0;
+		this.mNumLights = 0;
+		this.mNumCameras = 0;
+		this.mRootNode = null;
+		this.mMeshes = [];
+		this.mMaterials = [];
+		this.mAnimations = [];
+		this.mLights = [];
+		this.mCameras = [];
+		this.nodeToBoneMap = {};
+		this.findNode = function ( name, root ) {
 
-                    this._accelTable[ j ] = i;
-                    break;
-                } else if ( this.keys[ i ].time < j / this.fps && this.keys[ i + 1 ] && this.keys[ i + 1 ].time >= j / this.fps ) {
-
-                    this._accelTable[ j ] = i;
-                    break;
+			if ( ! root ) {
 
-                }
+				root = this.mRootNode;
 
-            }
+			}
 
-        }
-    
-    }
-    this.parseFromThree = function( data ) {
+			if ( root.mName == name ) {
 
-        var fps = data.fps;
-        this.target = data.node;
-        var track = data.hierarchy[ 0 ].keys;
-        for ( var i = 0; i < track.length; i++ ) {
+				return root;
 
-            this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].targets[ 0 ].data ) )
-        
-        }
-        this.init();
-
-    }
-    this.parseFromCollada = function( data ) {
-
-        var track = data.keys;
-        var fps = this.fps;
-        for ( var i = 0; i < track.length; i++ ) {
-
-            this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].matrix ) )
-        
-        }
-        this.init();
-
-    }
-    this.sortKeys = function() {
-
-        this.keys.sort( this.keySortFunc )
+			}
 
-    }
-    this.keySortFunc = function( a, b ) {
+			for ( var i = 0; i < root.mChildren.length; i ++ ) {
 
-        return a.time - b.time;
-    }
+				var ret = this.findNode( name, root.mChildren[ i ] );
+				if ( ret ) return ret;
 
-    this.clone = function() {
+			}
 
-        var t = new Virtulous.KeyFrameTrack();
-        t.target = this.target;
-        t.time = this.time;
-        t.length = this.length;
-        for ( var i = 0; i < this.keys.length; i++ ) {
+			return null;
 
-            t.addKey( this.keys[ i ].clone() );
-        }
+		};
 
-        t.init();
-        return t;
-    }
+		this.toTHREE = function () {
 
-    this.reTarget = function( root, compareitor ) {
+			this.nodeCount = 0;
 
-        if ( !compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
-        this.target = compareitor( root, this.target );
-    
-    }
-    this.keySearchAccel = function( time ) {
+			markBones( this );
 
-        time *= this.fps;
-        time = Math.floor( time );
-        return this._accelTable[ time ] || 0;
-    }
+			var o = this.mRootNode.toTHREE( this );
 
-    this.setTime = function( time ) {
+			for ( var i in this.mMeshes )
+				this.mMeshes[ i ].hookupSkeletons( this, o );
 
-        time = Math.abs( time );
-        if ( this.length )
-            time = time % this.length + .05;
-        var key0 = null;
-        var key1 = null;
-        for ( var i = this.keySearchAccel( time ); i < this.keys.length; i++ ) {
+			if ( this.mAnimations.length > 0 ) {
 
-            if ( this.keys[ i ].time == time ) {
+				var a = this.mAnimations[ 0 ].toTHREE( this );
 
-                key0 = this.keys[ i ];
-                key1 = this.keys[ i ];
-                break;
+			}
 
-            } else if ( this.keys[ i ].time < time && this.keys[ i + 1 ] && this.keys[ i + 1 ].time > time ) {
+			return { object: o, animation: a };
 
-                key0 = this.keys[ i ];
-                key1 = this.keys[ i + 1 ];
-                break;
+		};
 
-            } else if ( this.keys[ i ].time < time && i == this.keys.length - 1 ) {
+	}
 
-                key0 = this.keys[ i ];
-                key1 = this.keys[ 0 ].clone();
-                key1.time += this.length + .05;
-                break;
+	function aiMatrix4() {
 
-            }
+		this.elements = [
+			[],
+			[],
+			[],
+			[]
+		];
+		this.toTHREE = function () {
 
-        }
-        if ( key0 && key1 && key0 !== key1 ) {
+			var m = new THREE.Matrix4();
 
-            this.target.matrixAutoUpdate = false;
-            this.target.matrix.copy( key0.lerp( key1, time ) );
-            this.target.matrixWorldNeedsUpdate = true;
-            return;
+			for ( var i = 0; i < 4; ++i ) {
 
-        }
-        if ( key0 && key1 && key0 == key1 ) {
+				for ( var i2 = 0; i2 < 4; ++i2 ) {
 
-            this.target.matrixAutoUpdate = false;
-            this.target.matrix.copy( key0.matrix );
-            this.target.matrixWorldNeedsUpdate = true;
-            return;
-
-        }
-    }
-}
-Virtulous.TrackTargetNodeNameCompare = function( root, target ) {
-
-    function find( node, name ) {
-
-        if ( node.name == name )
-            return node;
-        for ( var i = 0; i < node.children.length; i++ ) {
-
-            var r = find( node.children[ i ], name )
-            if ( r ) return r;
+					m.elements[ i * 4 + i2 ] = this.elements[ i2 ][ i ];
 
-        }
-
-        return null;
+				}
 
-    }
-
-    return find( root, target.name );
-
-}
-Virtulous.Animation = function() {
-
-    this.tracks = [];
-    this.length = 0;
-    this.addTrack = function( track ) {
-
-        this.tracks.push( track );
-        this.length = Math.max( track.length, this.length );
-
-    }
-    this.setTime = function( time ) {
-
-        this.time = time;
-        for ( var i = 0; i < this.tracks.length; i++ )
-            this.tracks[ i ].setTime( time );
-
-    }
-
-    this.clone = function( target, compareitor ) {
-
-        if ( !compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
-        var n = new Virtulous.Animation();
-        n.target = target;
-        for ( var i = 0; i < this.tracks.length; i++ ) {
-
-            var track = this.tracks[ i ].clone();
-            track.reTarget( target, compareitor );
-            n.addTrack( track );
-
-        }
-
-        return n;
-
-    }
-
-}
-
-var ASSBIN_CHUNK_AICAMERA = 0x1234;
-var ASSBIN_CHUNK_AILIGHT = 0x1235;
-var ASSBIN_CHUNK_AITEXTURE = 0x1236;
-var ASSBIN_CHUNK_AIMESH = 0x1237;
-var ASSBIN_CHUNK_AINODEANIM = 0x1238;
-var ASSBIN_CHUNK_AISCENE = 0x1239;
-var ASSBIN_CHUNK_AIBONE = 0x123a;
-var ASSBIN_CHUNK_AIANIMATION = 0x123b;
-var ASSBIN_CHUNK_AINODE = 0x123c;
-var ASSBIN_CHUNK_AIMATERIAL = 0x123d;
-var ASSBIN_CHUNK_AIMATERIALPROPERTY = 0x123e;
-var ASSBIN_MESH_HAS_POSITIONS = 0x1;
-var ASSBIN_MESH_HAS_NORMALS = 0x2;
-var ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS = 0x4;
-var ASSBIN_MESH_HAS_TEXCOORD_BASE = 0x100;
-var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000;
-var AI_MAX_NUMBER_OF_COLOR_SETS = 1;
-var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4;
-var aiLightSource_UNDEFINED = 0x0;
-//! A directional light source has a well-defined direction
-//! but is infinitely far away. That's quite a good
-//! approximation for sun light.
-var aiLightSource_DIRECTIONAL = 0x1;
-//! A point light source has a well-defined position
-//! in space but no direction - it emits light in all
-//! directions. A normal bulb is a point light.
-var aiLightSource_POINT = 0x2;
-//! A spot light source emits light in a specific
-//! angle. It has a position and a direction it is pointing to.
-//! A good example for a spot light is a light spot in
-//! sport arenas.
-var aiLightSource_SPOT = 0x3;
-//! The generic light level of the world, including the bounces
-//! of all other lightsources.
-//! Typically, there's at most one ambient light in a scene.
-//! This light type doesn't have a valid position, direction, or
-//! other properties, just a color.
-var aiLightSource_AMBIENT = 0x4;
-/** Flat shading. Shading is done on per-face base,
- *  diffuse only. Also known as 'faceted shading'.
- */
-var aiShadingMode_Flat = 0x1;
-/** Simple Gouraud shading.
- */
-var aiShadingMode_Gouraud = 0x2;
-/** Phong-Shading -
- */
-var aiShadingMode_Phong = 0x3;
-/** Phong-Blinn-Shading
- */
-var aiShadingMode_Blinn = 0x4;
-/** Toon-Shading per pixel
- *
- *  Also known as 'comic' shader.
- */
-var aiShadingMode_Toon = 0x5;
-/** OrenNayar-Shading per pixel
- *
- *  Extension to standard Lambertian shading, taking the
- *  roughness of the material into account
- */
-var aiShadingMode_OrenNayar = 0x6;
-/** Minnaert-Shading per pixel
- *
- *  Extension to standard Lambertian shading, taking the
- *  "darkness" of the material into account
- */
-var aiShadingMode_Minnaert = 0x7;
-/** CookTorrance-Shading per pixel
- *
- *  Special shader for metallic surfaces.
- */
-var aiShadingMode_CookTorrance = 0x8;
-/** No shading at all. Constant light influence of 1.0.
- */
-var aiShadingMode_NoShading = 0x9;
-/** Fresnel shading
- */
-var aiShadingMode_Fresnel = 0xa;
-var aiTextureType_NONE = 0x0;
-/** The texture is combined with the result of the diffuse
- *  lighting equation.
- */
-var aiTextureType_DIFFUSE = 0x1;
-/** The texture is combined with the result of the specular
- *  lighting equation.
- */
-var aiTextureType_SPECULAR = 0x2;
-/** The texture is combined with the result of the ambient
- *  lighting equation.
- */
-var aiTextureType_AMBIENT = 0x3;
-/** The texture is added to the result of the lighting
- *  calculation. It isn't influenced by incoming light.
- */
-var aiTextureType_EMISSIVE = 0x4;
-/** The texture is a height map.
- *
- *  By convention, higher gray-scale values stand for
- *  higher elevations from the base height.
- */
-var aiTextureType_HEIGHT = 0x5;
-/** The texture is a (tangent space) normal-map.
- *
- *  Again, there are several conventions for tangent-space
- *  normal maps. Assimp does (intentionally) not
- *  distinguish here.
- */
-var aiTextureType_NORMALS = 0x6;
-/** The texture defines the glossiness of the material.
- *
- *  The glossiness is in fact the exponent of the specular
- *  (phong) lighting equation. Usually there is a conversion
- *  function defined to map the linear color values in the
- *  texture to a suitable exponent. Have fun.
- */
-var aiTextureType_SHININESS = 0x7;
-/** The texture defines per-pixel opacity.
- *
- *  Usually 'white' means opaque and 'black' means
- *  'transparency'. Or quite the opposite. Have fun.
- */
-var aiTextureType_OPACITY = 0x8;
-/** Displacement texture
- *
- *  The exact purpose and format is application-dependent.
- *  Higher color values stand for higher vertex displacements.
- */
-var aiTextureType_DISPLACEMENT = 0x9;
-/** Lightmap texture (aka Ambient Occlusion)
- *
- *  Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
- *  covered by this material property. The texture contains a
- *  scaling value for the final color value of a pixel. Its
- *  intensity is not affected by incoming light.
- */
-var aiTextureType_LIGHTMAP = 0xA;
-/** Reflection texture
- *
- * Contains the color of a perfect mirror reflection.
- * Rarely used, almost never for real-time applications.
- */
-var aiTextureType_REFLECTION = 0xB;
-/** Unknown texture
- *
- *  A texture reference that does not match any of the definitions
- *  above is considered to be 'unknown'. It is still imported,
- *  but is excluded from any further postprocessing.
- */
-var aiTextureType_UNKNOWN = 0xC;
-var BONESPERVERT = 4;
+			}
+
+			return m;
 
-function ASSBIN_MESH_HAS_TEXCOORD( n ) {
+		};
+
+	}
 
-	return ( ASSBIN_MESH_HAS_TEXCOORD_BASE << n )
+	var littleEndian = true;
 
-}
+	function readFloat( dataview ) {
 
-function ASSBIN_MESH_HAS_COLOR( n ) {
+		var val = dataview.getFloat32( dataview.readOffset, littleEndian );
+		dataview.readOffset += 4;
+		return val;
 
-	return ( ASSBIN_MESH_HAS_COLOR_BASE << n )
+	}
 
-}
+	function Read_double( dataview ) {
 
-function markBones( scene ) {
+		var val = dataview.getFloat64( dataview.readOffset, littleEndian );
+		dataview.readOffset += 8;
+		return val;
 
-    for ( var i in scene.mMeshes ) {
+	}
 
-        var mesh = scene.mMeshes[ i ];
-        for ( var k in mesh.mBones ) {
+	function Read_uint8_t( dataview ) {
 
-            var boneNode = scene.findNode( mesh.mBones[ k ].mName );
-            if ( boneNode )
-                boneNode.isBone = true;
-        
-        }
-    
-    }
+		var val = dataview.getUint8( dataview.readOffset );
+		dataview.readOffset += 1;
+		return val;
 
-}
-function cloneTreeToBones( root, scene ) {
+	}
 
-    var rootBone = new THREE.Bone();
-    rootBone.matrix.copy( root.matrix );
-    rootBone.matrixWorld.copy( root.matrixWorld );
-    rootBone.position.copy( root.position );
-    rootBone.quaternion.copy( root.quaternion );
-    rootBone.scale.copy( root.scale );
-    scene.nodeCount++;
-    rootBone.name = "bone_" + root.name + scene.nodeCount.toString();
-    
-    if ( !scene.nodeToBoneMap[ root.name ] )
-        scene.nodeToBoneMap[ root.name ] = [];
-    scene.nodeToBoneMap[ root.name ].push( rootBone );
-    for ( var i in root.children ) {
+	function Read_uint16_t( dataview ) {
 
-        var child = cloneTreeToBones( root.children[ i ], scene );
-        if ( child )
-            rootBone.add( child );
+		var val = dataview.getUint16( dataview.readOffset, littleEndian );
+		dataview.readOffset += 2;
+		return val;
 
-    }
+	}
 
-    return rootBone;
+	function Read_unsigned_int( dataview ) {
 
-}
+		var val = dataview.getUint32( dataview.readOffset, littleEndian );
+		dataview.readOffset += 4;
+		return val;
 
-function aiAnimation() {
+	}
 
-	this.mName = "";
-	this.mDuration = 0;
-	this.mTicksPerSecond = 0;
-	this.mNumChannels = 0;
-	this.mChannels = [];
+	function Read_uint32_t( dataview ) {
 
-}
+		var val = dataview.getUint32( dataview.readOffset, littleEndian );
+		dataview.readOffset += 4;
+		return val;
 
-function sortWeights( indexes, weights ) {
+	}
 
-	var pairs = [];
-	for ( var i = 0; i < indexes.length; i++ ) {
+	function Read_aiVector3D( stream ) {
 
-		pairs.push( {
+		var v = new aiVector3D();
+		v.x = readFloat( stream );
+		v.y = readFloat( stream );
+		v.z = readFloat( stream );
+		return v;
 
-			i: indexes[ i ],
-			w: weights[ i ]
-		} )
 	}
-	pairs.sort( function( a, b ) {
 
-		return b.w - a.w;
-	} )
-	while ( pairs.length < 4 ) {
+	function Read_aiVector2D( stream ) {
 
-		pairs.push( {
+		var v = new aiVector2D();
+		v.x = readFloat( stream );
+		v.y = readFloat( stream );
+		return v;
 
-			i: 0,
-			w: 0
-		} )
-	};
-	if ( pairs.length > 4 )
-		pairs.length = 4;
-	var sum = 0;
-	for ( var i = 0; i < 4; i++ ) {
-
-		sum += pairs[ i ].w * pairs[ i ].w;
-	}
-	sum = Math.sqrt( sum );
-	for ( var i = 0; i < 4; i++ ) {
-
-		pairs[ i ].w = pairs[ i ].w / sum;
-		indexes[ i ] = pairs[ i ].i;
-		weights[ i ] = pairs[ i ].w;
-	}
-
-}
-
-function findMatchingBone( root, name ) {
-
-    if ( root.name.indexOf( "bone_" + name ) == 0 )
-        return root;
-
-    for ( var i in root.children ) {
-
-        var ret = findMatchingBone( root.children[ i ], name )
-        if ( ret )
-            return ret;
-
-    }
-
-    return undefined;
-
-}
-
-function aiMesh() {
-
-	this.mPrimitiveTypes = 0;
-	this.mNumVertices = 0;
-	this.mNumFaces = 0;
-	this.mNumBones = 0;
-	this.mMaterialIndex = 0;
-	this.mVertices = [];
-	this.mNormals = [];
-	this.mTangents = [];
-	this.mBitangents = [];
-	this.mColors = [
-		[]
-	];
-	this.mTextureCoords = [
-		[]
-	];
-	this.mFaces = [];
-	this.mBones = [];
-    this.hookupSkeletons = function(scene, threeScene)
-    {
-        if (this.mBones.length == 0) return
-        var allBones = [];
-        var offsetMatrix = [];
-        var skeletonRoot = scene.findNode(this.mBones[0].mName);
-        
-        while (skeletonRoot.mParent && skeletonRoot.mParent.isBone)
-        {
-            skeletonRoot = skeletonRoot.mParent;
-        }
-        var threeSkeletonRoot = skeletonRoot.toTHREE(scene);
-        var threeSkeletonRootBone = cloneTreeToBones(threeSkeletonRoot,scene);
-        this.threeNode.add(threeSkeletonRootBone);
-        for (var i = 0; i < this.mBones.length; i++)
-        {
-            var bone = findMatchingBone(threeSkeletonRootBone, this.mBones[i].mName);
-            if (bone)
-            {
-                var tbone = bone;
-                allBones.push(tbone);
-                //tbone.matrixAutoUpdate = false;
-                offsetMatrix.push(this.mBones[i].mOffsetMatrix.toTHREE());
-            }
-            else
-            {
-                var skeletonRoot = scene.findNode(this.mBones[i].mName);
-                if (!skeletonRoot) return;
-                var threeSkeletonRoot = skeletonRoot.toTHREE(scene);
-                var threeSkeletonRootParent = threeSkeletonRoot.parent;
-                var threeSkeletonRootBone = cloneTreeToBones(threeSkeletonRoot,scene);
-                this.threeNode.add(threeSkeletonRootBone);
-                var bone = findMatchingBone(threeSkeletonRootBone, this.mBones[i].mName);
-                var tbone = bone;
-                allBones.push(tbone);
-                //tbone.matrixAutoUpdate = false;
-                offsetMatrix.push(this.mBones[i].mOffsetMatrix.toTHREE());
-            }
-        }
-        var skeleton = new THREE.Skeleton(allBones, offsetMatrix);
-        this.threeNode.bind(skeleton, new THREE.Matrix4());
-        this.threeNode.material.skinning = true;
-    }
-	this.toTHREE = function( scene ) {
-
-		if ( this.threeNode ) return this.threeNode;
-		var geometry = new THREE.BufferGeometry();
-		var mat;
-		if ( scene.mMaterials[ this.mMaterialIndex ] )
-			mat = scene.mMaterials[ this.mMaterialIndex ].toTHREE( scene );
-		else
-			mat = new THREE.MeshLambertMaterial();
-		geometry.addAttribute( 'position', new THREE.BufferAttribute( this.mVertexBuffer, 3 ) );
-        geometry.setIndex(new THREE.BufferAttribute( new Uint32Array( this.mIndexArray ), 1 ) );
-		if ( this.mNormalBuffer.length > 0 )
-			geometry.addAttribute( 'normal', new THREE.BufferAttribute( this.mNormalBuffer, 3 ) );
-		if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
-			geometry.addAttribute( 'color', new THREE.BufferAttribute( this.mColorBuffer, 4 ) );
-		if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
-			geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
-		if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ] && this.mTextureCoords[ 1 ].length > 0 )
-			geometry.addAttribute( 'uv1', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
-		if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
-			geometry.addAttribute( 'tangents', new THREE.BufferAttribute( this.mTangentBuffer, 3 ) );
-		if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
-			geometry.addAttribute( 'bitangents', new THREE.BufferAttribute( this.mBitangentBuffer, 3 ) );
-		if ( this.mBones.length > 0 ) {
-
-			var weights = [];
-			var bones = [];
-			for ( var i = 0 ; i < this.mBones.length; i++ ) {
-
-				for ( var j = 0; j < this.mBones[ i ].mWeights.length; j++ ) {
-
-					var weight = this.mBones[ i ].mWeights[ j ];
-					if ( weight ) {
-
-						if ( !weights[ weight.mVertexId ] ) weights[ weight.mVertexId ] = [];
-						if ( !bones[ weight.mVertexId ] ) bones[ weight.mVertexId ] = [];
-						weights[ weight.mVertexId ].push( weight.mWeight );
-						bones[ weight.mVertexId ].push( parseInt( i ) );
-					}
-				}
-			}
-			for ( var i  in bones ) {
+	}
 
-				sortWeights( bones[ i ], weights[ i ] );
-			}
-			var _weights = [];
-			var _bones = [];
-			for ( var i = 0; i < weights.length; i++ )
-				for ( var j = 0; j < 4; j++ ) {
+	function Read_aiVector4D( stream ) {
 
-					if ( weights[ i ] && bones[ i ] ) {
+		var v = new aiVector4D();
+		v.w = readFloat( stream );
+		v.x = readFloat( stream );
+		v.y = readFloat( stream );
+		v.z = readFloat( stream );
+		return v;
 
-						_weights.push( weights[ i ][ j ] );
-						_bones.push( bones[ i ][ j ] );
-					} else {
+	}
 
-						_weights.push( 0 );
-						_bones.push( 0 );
-					}
-				}
-			geometry.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
-			geometry.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( _bones ), BONESPERVERT ) );
-		}
-		var mesh;
-		if ( this.mBones.length == 0 )
-			mesh = new THREE.Mesh( geometry, mat );
-		if ( this.mBones.length > 0 ) {
+	function Read_aiColor3D( stream ) {
+
+		var c = new aiColor3D();
+		c.r = readFloat( stream );
+		c.g = readFloat( stream );
+		c.b = readFloat( stream );
+		return c;
+
+	}
+
+	function Read_aiColor4D( stream ) {
+
+		var c = new aiColor4D();
+		c.r = readFloat( stream );
+		c.g = readFloat( stream );
+		c.b = readFloat( stream );
+		c.a = readFloat( stream );
+		return c;
 
-			mesh = new THREE.SkinnedMesh( geometry, mat );
-		}
-		this.threeNode = mesh;
-		//mesh.matrixAutoUpdate = false;
-		return mesh;
 	}
 
-}
+	function Read_aiQuaternion( stream ) {
+
+		var v = new aiQuaternion();
+		v.w = readFloat( stream );
+		v.x = readFloat( stream );
+		v.y = readFloat( stream );
+		v.z = readFloat( stream );
+		return v;
+
+	}
 
-function aiFace() {
+	function Read_aiString( stream ) {
 
-	this.mNumIndices = 0;
-	this.mIndices = [];
+		var s = new aiString();
+		var stringlengthbytes = Read_unsigned_int( stream );
+		stream.ReadBytes( s.data, 1, stringlengthbytes );
+		return s.toString();
 
-}
+	}
 
-function aiVector3D() {
+	function Read_aiVertexWeight( stream ) {
 
-	this.x = 0;
-	this.y = 0;
-	this.z = 0;
-	this.toTHREE = function() {
+		var w = new aiVertexWeight();
+		w.mVertexId = Read_unsigned_int( stream );
+		w.mWeight = readFloat( stream );
+		return w;
 
-		return new THREE.Vector3( this.x, this.y, this.z );
 	}
 
-}
+	function Read_aiMatrix4x4( stream ) {
 
-function aiVector2D() {
+		var m = new aiMatrix4();
 
-	this.x = 0;
-	this.y = 0;
-	this.toTHREE = function() {
+		for ( var i = 0; i < 4; ++i ) {
+
+			for ( var i2 = 0; i2 < 4; ++i2 ) {
+
+				m.elements[ i ][ i2 ] = readFloat( stream );
+
+			}
+
+		}
+
+		return m;
+
+	}
+
+	function Read_aiVectorKey( stream ) {
+
+		var v = new aiVectorKey();
+		v.mTime = Read_double( stream );
+		v.mValue = Read_aiVector3D( stream );
+		return v;
 
-		return new THREE.Vector2( this.x, this.y );
 	}
 
-}
+	function Read_aiQuatKey( stream ) {
+
+		var v = new aiQuatKey();
+		v.mTime = Read_double( stream );
+		v.mValue = Read_aiQuaternion( stream );
+		return v;
+
+	}
 
-function aiVector4D() {
+	function ReadArray( stream, data, size ) {
 
-	this.w = 0;
-	this.x = 0;
-	this.y = 0;
-	this.z = 0;
-	this.toTHREE = function() {
+		for ( var i = 0; i < size; i ++ ) data[ i ] = Read( stream );
 
-		return new THREE.Vector4( this.w, this.x, this.y, this.z );
 	}
 
-}
+	function ReadArray_aiVector2D( stream, data, size ) {
+
+		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector2D( stream );
+
+	}
 
-function aiColor4D() {
+	function ReadArray_aiVector3D( stream, data, size ) {
 
-	this.r = 0;
-	this.g = 0;
-	this.b = 0;
-	this.a = 0;
-	this.toTHREE = function() {
+		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector3D( stream );
 
-		return new THREE.Color( this.r, this.g, this.b, this.a );
 	}
 
-}
+	function ReadArray_aiVector4D( stream, data, size ) {
 
-function aiColor3D() {
+		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector4D( stream );
 
-	this.r = 0;
-	this.g = 0;
-	this.b = 0;
-	this.a = 0;
-	this.toTHREE = function() {
+	}
+
+	function ReadArray_aiVertexWeight( stream, data, size ) {
+
+		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( stream );
 
-		return new THREE.Color( this.r, this.g, this.b, 1 );
 	}
 
-}
+	function ReadArray_aiColor4D( stream, data, size ) {
+
+		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiColor4D( stream );
 
-function aiQuaternion()
-{
-    this.x = 0;
-    this.y = 0;
-    this.z = 0;
-    this.w = 0;
-    this.toTHREE = function()
-    {
+	}
+
+	function ReadArray_aiVectorKey( stream, data, size ) {
 
-        return new THREE.Quaternion(this.x, this.y, this.z, this.w);
-    }
-}
+		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVectorKey( stream );
 
-function aiVertexWeight() {
+	}
 
-	this.mVertexId = 0;
-	this.mWeight = 0;
+	function ReadArray_aiQuatKey( stream, data, size ) {
 
-}
+		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiQuatKey( stream );
 
-function aiString() {
+	}
 
-	this.data = [];
-	this.toString = function() {
+	function ReadBounds( stream, T /*p*/, n ) {
 
-		var str = '';
-		this.data.forEach( function( i ) {
+		// not sure what to do here, the data isn't really useful.
+		return stream.Seek( sizeof( T ) * n, aiOrigin_CUR );
 
-			str += ( String.fromCharCode( i ) )
-		} );
-		return str.replace( /[^\x20-\x7E]+/g, '' );
 	}
 
-}
+	function ai_assert( bool ) {
 
-function aiVectorKey() {
+		if ( ! bool )
+			throw ( "asset failed" );
 
-	this.mTime = 0;
-	this.mValue = null;
+	}
 
-}
+	function ReadBinaryNode( stream, parent, depth ) {
 
-function aiQuatKey() {
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AINODE );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		var node = new aiNode();
+		node.mParent = parent;
+		node.mDepth = depth;
+		node.mName = Read_aiString( stream );
+		node.mTransformation = Read_aiMatrix4x4( stream );
+		node.mNumChildren = Read_unsigned_int( stream );
+		node.mNumMeshes = Read_unsigned_int( stream );
 
-	this.mTime = 0;
-	this.mValue = null;
+		if ( node.mNumMeshes ) {
 
-}
+			node.mMeshes = [];
 
-function aiNode() {
+			for ( var i = 0; i < node.mNumMeshes; ++i ) {
 
-	this.mName = '';
-	this.mTransformation = [];
-	this.mNumChildren = 0;
-	this.mNumMeshes = 0;
-	this.mMeshes = [];
-	this.mChildren = [];
-	this.toTHREE = function( scene ) {
+				node.mMeshes[ i ] = Read_unsigned_int( stream );
 
-		if ( this.threeNode ) return this.threeNode;
-		var o = new THREE.Object3D();
-		o.name = this.mName;
-		o.matrix = this.mTransformation.toTHREE();
-		for ( var i = 0; i < this.mChildren.length; i++ ) {
+			}
 
-			o.add( this.mChildren[ i ].toTHREE( scene ) );
 		}
-		for ( var i = 0; i < this.mMeshes.length; i++ ) {
 
-			o.add( scene.mMeshes[ this.mMeshes[ i ] ].toTHREE( scene ) );
+		if ( node.mNumChildren ) {
+
+			node.mChildren = [];
+
+			for ( var i = 0; i < node.mNumChildren; ++i ) {
+
+				var node2 = ReadBinaryNode( stream, node, depth ++ );
+				node.mChildren[ i ] = node2;
+
+			}
+
 		}
-		this.threeNode = o;
-		//o.matrixAutoUpdate = false;
-		o.matrix.decompose( o.position, o.quaternion, o.scale );
-		return o;
+
+		return node;
+
 	}
 
-}
+	// -----------------------------------------------------------------------------------
 
-function aiBone() {
+	function ReadBinaryBone( stream, b ) {
 
-	this.mName = '';
-	this.mNumWeights = 0;
-	this.mOffsetMatrix = 0;
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AIBONE );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		b.mName = Read_aiString( stream );
+		b.mNumWeights = Read_unsigned_int( stream );
+		b.mOffsetMatrix = Read_aiMatrix4x4( stream );
+		// for the moment we write dumb min/max values for the bones, too.
+		// maybe I'll add a better, hash-like solution later
+		if ( shortened ) {
 
-}
+			ReadBounds( stream, b.mWeights, b.mNumWeights );
 
-function aiMaterialProperty() {
+		} else {
 
-	this.mKey = "";
-	this.mSemantic = 0;
-	this.mIndex = 0;
-	this.mData = [];
-	this.mDataLength = 0;
-	this.mType = 0;
-	this.dataAsColor = function() {
+			// else write as usual
 
-		var array = ( new Uint8Array( this.mData ) ).buffer;
-		var reader = new DataView( array );
-		var r = reader.getFloat32( 0, true );
-		var g = reader.getFloat32( 4, true );
-		var b = reader.getFloat32( 8, true );
-		//var a = reader.getFloat32(12, true);
-		return new THREE.Color( r, g, b );
-	}
-	this.dataAsFloat = function() {
+			b.mWeights = [];
+			ReadArray_aiVertexWeight( stream, b.mWeights, b.mNumWeights );
 
-		var array = ( new Uint8Array( this.mData ) ).buffer;
-		var reader = new DataView( array );
-		var r = reader.getFloat32( 0, true );
-		return r;
-	}
-	this.dataAsBool = function() {
+		}
 
-		var array = ( new Uint8Array( this.mData ) ).buffer;
-		var reader = new DataView( array );
-		var r = reader.getFloat32( 0, true );
-		return !!r;
-	}
-	this.dataAsString = function() {
+		return b;
 
-		var s = new aiString();
-		s.data = this.mData;
-		return s.toString();
 	}
-	this.dataAsMap = function( scene ) {
 
-		var baseURL = scene.baseURL;
-		baseURL = baseURL.substr(0, baseURL.lastIndexOf( "/" ) + 1 )
-		var s = new aiString();
-		s.data = this.mData;
-		var path = s.toString();
-		path = path.replace( /\\/g, '/' );
-		if ( path.indexOf( "/" ) != -1 ) {
+	function ReadBinaryMesh( stream, mesh ) {
+
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AIMESH );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		mesh.mPrimitiveTypes = Read_unsigned_int( stream );
+		mesh.mNumVertices = Read_unsigned_int( stream );
+		mesh.mNumFaces = Read_unsigned_int( stream );
+		mesh.mNumBones = Read_unsigned_int( stream );
+		mesh.mMaterialIndex = Read_unsigned_int( stream );
+		mesh.mNumUVComponents = [];
+		// first of all, write bits for all existent vertex components
+		var c = Read_unsigned_int( stream );
+
+		if ( c & ASSBIN_MESH_HAS_POSITIONS ) {
+
+			if ( shortened ) {
+
+				ReadBounds( stream, mesh.mVertices, mesh.mNumVertices );
+
+			} else {
+
+				// else write as usual
+
+				mesh.mVertices = [];
+				mesh.mVertexBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
+				stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
 
-			path = path.substr( path.lastIndexOf( "/" ) + 1 );
-		}
-        
-		return THREE.ImageUtils.loadTexture(baseURL + path );
-	}
-
-}
-var namePropMapping = {
-
-	"?mat.name": "name",
-	"$mat.shadingm": "shading",
-	"$mat.twosided": "twoSided",
-	"$mat.wireframe": "wireframe",
-	"$clr.ambient": "ambient",
-	"$clr.diffuse": "color",
-	"$clr.specular": "specular",
-	"$clr.emissive": "emissive",
-	"$clr.transparent": "transparent",
-	"$clr.reflective": "reflect",
-	"$mat.shininess": "shininess",
-	"$mat.reflectivity": "reflectivity",
-	"$mat.refracti": "refraction",
-	"$tex.file": "map"
-
-}
-var nameTexMapping = {
-
-	"$tex.ambient": "ambientMap",
-	"$clr.diffuse": "map",
-	"$clr.specular": "specMap",
-	"$clr.emissive": "emissive",
-	"$clr.transparent": "alphaMap",
-	"$clr.reflective": "reflectMap",
-
-}
-var nameTypeMapping = {
-
-	"?mat.name": "string",
-	"$mat.shadingm": "bool",
-	"$mat.twosided": "bool",
-	"$mat.wireframe": "bool",
-	"$clr.ambient": "color",
-	"$clr.diffuse": "color",
-	"$clr.specular": "color",
-	"$clr.emissive": "color",
-	"$clr.transparent": "color",
-	"$clr.reflective": "color",
-	"$mat.shininess": "float",
-	"$mat.reflectivity": "float",
-	"$mat.refracti": "float",
-	"$tex.file": "map"
-
-}
-
-function aiMaterial() {
-
-	this.mNumAllocated = 0;
-	this.mNumProperties = 0;
-	this.mProperties = [];
-	this.toTHREE = function( scene ) {
-
-		var name = this.mProperties[ 0 ].dataAsString();
-		var mat = new THREE.MeshPhongMaterial();
-		for ( var i = 0; i < this.mProperties.length; i++ ) {
-
-			
-			if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'float' )
-				mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsFloat();
-			if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'color' )
-				mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsColor();
-			if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'bool' )
-				mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsBool();
-			if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'string' )
-				mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsString();
-			if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'map' ) {
-
-				var prop = this.mProperties[ i ];
-				if ( prop.mSemantic == aiTextureType_DIFFUSE )
-					mat.map = this.mProperties[ i ].dataAsMap( scene );
-				if ( prop.mSemantic == aiTextureType_NORMALS )
-					mat.normalMap = this.mProperties[ i ].dataAsMap( scene );
-				if ( prop.mSemantic == aiTextureType_LIGHTMAP )
-					mat.lightMap = this.mProperties[ i ].dataAsMap( scene );
-				if ( prop.mSemantic == aiTextureType_OPACITY )
-					mat.alphaMap = this.mProperties[ i ].dataAsMap( scene );
 			}
-		}
-		mat.ambient.r = .53;
-		mat.ambient.g = .53;
-		mat.ambient.b = .53;
-		mat.color.r = 1;
-		mat.color.g = 1;
-		mat.color.b = 1;
-		return mat;
-	}
-
-}
-
-
-function veclerp(v1,v2,l) {
-
-    var v = new THREE.Vector3();
-    var lm1 = 1-l;
-    v.x = v1.x * l + v2.x * lm1;
-    v.y = v1.y * l + v2.y * lm1;
-    v.z = v1.z * l + v2.z * lm1;
-    return v;
-
-}
-
-function quatlerp(q1,q2,l) {
-  
-    return q1.clone().slerp(q2,1-l);
-
-}
-
-function sampleTrack(keys,time,lne,lerp) {
-    
-    if(keys.length == 1)
-    return keys[0].mValue.toTHREE();    
-    var dist = Infinity;
-    var key = null;
-    var nextKey = null;
-
-    for(var i=0; i < keys.length; i++)
-    {
-        var timeDist = Math.abs(keys[i].mTime - time);
-        if( timeDist < dist && keys[i].mTime <= time) {
-
-            dist = timeDist;
-            key = keys[i];
-            nextKey = keys[i+1];
-
-        }
-
-    }
-    if(!key)
-        return null;
-    if(key && nextKey) {
-
-        var dT = nextKey.mTime - key.mTime;
-        var T = key.mTime - time;
-        var l = T/dT;
-        return lerp(key.mValue.toTHREE(),nextKey.mValue.toTHREE(),l)
-
-    }
-    
-    nextKey = keys[0].clone();
-    nextKey.mTime += lne;
-    var dT = nextKey.mTime - key.mTime;
-    var T = key.mTime - time;
-    var l = T/dT;
-    return lerp(key.mValue.toTHREE(),nextKey.mValue.toTHREE(),l)
-
-}
-
-function aiNodeAnim() {
-    this.mNodeName = "";
-    this.mNumPositionKeys = 0;
-    this.mNumRotationKeys = 0;
-    this.mNumScalingKeys = 0;
-    this.mPositionKeys = [];
-    this.mRotationKeys = [];
-    this.mScalingKeys = [];
-    this.mPreState = "";
-    this.mPostState = "";
-    this.init = function(tps) {      
-
-        if(!tps)
-            tps = 1;
-        function t(t) {
-
-            t.mTime /= tps;
-        }
-        this.mPositionKeys.forEach(t);
-        this.mRotationKeys.forEach(t);
-        this.mScalingKeys.forEach(t);
-
-    }
-    this.sortKeys = function() {
-
-        function comp(a,b) {
-
-            return a.mTime - b.mTime; 
-
-        }
-        this.mPositionKeys.sort(comp);
-        this.mRotationKeys.sort(comp);
-        this.mScalingKeys.sort(comp);
-
-    }
-    this.getLength = function() {
-
-        return Math.max(
-            Math.max.apply(null,this.mPositionKeys.map(function(a){return a.mTime;})),
-            Math.max.apply(null,this.mRotationKeys.map(function(a){return a.mTime;})),
-            Math.max.apply(null,this.mScalingKeys.map(function(a){return a.mTime;}))
-            )
-
-    }
-    this.toTHREE = function(o,tps) {
-      
-        this.sortKeys();
-        var length = this.getLength();
-        var track = new Virtulous.KeyFrameTrack();
-      
-
-        for(var i = 0; i < length; i+=.05)
-        {
-            var matrix = new THREE.Matrix4();
-            var time = i;
-            var pos = sampleTrack(this.mPositionKeys,time,length,veclerp);
-            var scale = sampleTrack(this.mScalingKeys,time,length,veclerp);
-            var rotation =  sampleTrack(this.mRotationKeys,time,length,quatlerp);
-            matrix.compose(pos,rotation,scale);
-            var key = new Virtulous.KeyFrame(time,matrix);
-            track.addKey(key);
-        }
-        track.target = o.findNode(this.mNodeName).toTHREE();
-        var tracks = [track];
-        if(  o.nodeToBoneMap[this.mNodeName])
-        {
-            for(var i=0; i < o.nodeToBoneMap[this.mNodeName].length; i++)
-            {
-                var t2 = track.clone();
-                t2.target = o.nodeToBoneMap[this.mNodeName][i];
-                tracks.push(t2);
-            }
-        }
-
-        return tracks;
-    }
-}
-
-
-function aiAnimation() {
-
-    this.mName = "";
-    this.mDuration = 0;
-    this.mTicksPerSecond = 0;
-    this.mNumChannels = 0;
-    this.mChannels = [];
-    this.toTHREE = function(root) {
-
-        var animationHandle = new Virtulous.Animation();
-        for(var i in this.mChannels) {
-
-            this.mChannels[i].init(this.mTicksPerSecond)    
-            var tracks = this.mChannels[i].toTHREE(root);
-            for(var j in tracks)
-            {
-                tracks[j].init();
-                animationHandle.addTrack(tracks[j]);
-            }
-
-        }
-        animationHandle.length = Math.max.apply(null,animationHandle.tracks.map(function(e){return e.length}));
-        return animationHandle;
-
-    }
-
-}
-
-function aiTexture() {
-
-	this.mWidth = 0;
-	this.mHeight = 0;
-	this.texAchFormatHint = [];
-	this.pcData = [];
-
-}
-
-function aiLight() {
-
-	this.mName = '';
-	this.mType = 0;
-	this.mAttenuationConstant = 0;
-	this.mAttenuationLinear = 0;
-	this.mAttenuationQuadratic = 0;
-	this.mAngleInnerCone = 0;
-	this.mAngleOuterCone = 0;
-	this.mColorDiffuse = null;
-	this.mColorSpecular = null;
-	this.mColorAmbient = null;
-
-}
-
-function aiCamera() {
-
-	this.mName = '';
-	this.mPosition = null;
-	this.mLookAt = null;
-	this.mUp = null;
-	this.mHorizontalFOV = 0;
-	this.mClipPlaneNear = 0;
-	this.mClipPlaneFar = 0;
-	this.mAspect = 0;
-
-}
-
-function aiScene() {
-
-	this.mFlags = 0;
-	this.mNumMeshes = 0;
-	this.mNumMaterials = 0;
-	this.mNumAnimations = 0;
-	this.mNumTextures = 0;
-	this.mNumLights = 0;
-	this.mNumCameras = 0;
-	this.mRootNode = null;
-	this.mMeshes = [];
-	this.mMaterials = [];
-	this.mAnimations = [];
-	this.mLights = [];
-	this.mCameras = [];
-    this.nodeToBoneMap = {};
-	this.findNode = function( name, root ) {
-
-		if ( !root ) {
-
-			root = this.mRootNode;
-		}
-		if ( root.mName == name ) {
 
-			return root;
 		}
-		for ( var i = 0; i < root.mChildren.length; i++ ) {
 
-			var ret = this.findNode( name, root.mChildren[ i ] )
-			if ( ret ) return ret;
-		}
-		return null;
-	}
-	this.toTHREE = function()
-    {
-        this.nodeCount = 0;
-        markBones(this);
-        var o = this.mRootNode.toTHREE(this);
-        
-        for (var i in this.mMeshes)
-            this.mMeshes[i].hookupSkeletons(this, o);
-        if(this.mAnimations.length > 0)
-        {
-            var a = this.mAnimations[0].toTHREE(this);
-        }
-        return {object:o,animation:a};
-    }
-
-}
-
-function aiMatrix4() {
-
-	this.elements = [
-		[],
-		[],
-		[],
-		[]
-	];
-	this.toTHREE = function() {
-
-		var m = new THREE.Matrix4();
-		for ( var i = 0; i < 4; ++i ) {
+		if ( c & ASSBIN_MESH_HAS_NORMALS ) {
 
-			for ( var i2 = 0; i2 < 4; ++i2 ) {
+			if ( shortened ) {
+
+				ReadBounds( stream, mesh.mNormals, mesh.mNumVertices );
+
+			} else {
+
+				// else write as usual
+
+				mesh.mNormals = [];
+				mesh.mNormalBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
+				stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
 
-				m.elements[ i * 4 + i2 ] = this.elements[ i2 ][ i ]
 			}
+
 		}
-		return m;
-	}
 
-}
-var littleEndian = true;
+		if ( c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS ) {
+
+			if ( shortened ) {
+
+				ReadBounds( stream, mesh.mTangents, mesh.mNumVertices );
+				ReadBounds( stream, mesh.mBitangents, mesh.mNumVertices );
+
+			} else {
+
+				// else write as usual
 
-function readFloat( dataview ) {
+				mesh.mTangents = [];
+				mesh.mTangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
+				stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
+				mesh.mBitangents = [];
+				mesh.mBitangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
+				stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
 
-	var val = dataview.getFloat32( dataview.readOffset, littleEndian );
-	dataview.readOffset += 4;
-	return val;
+			}
+
+		}
+
+		for ( var n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n ) {
 
-}
+			if ( ! ( c & ASSBIN_MESH_HAS_COLOR( n ) ) ) break;
 
-function Read_double( dataview ) {
+			if ( shortened ) {
 
-	var val = dataview.getFloat64( dataview.readOffset, littleEndian );
-	dataview.readOffset += 8;
-	return val;
+				ReadBounds( stream, mesh.mColors[ n ], mesh.mNumVertices );
 
-}
+			} else {
 
-function Read_uint8_t( dataview ) {
+				// else write as usual
 
-	var val = dataview.getUint8( dataview.readOffset );
-	dataview.readOffset += 1;
-	return val;
+				mesh.mColors[ n ] = [];
+				mesh.mColorBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 4 * 4 );
+				stream.Seek( mesh.mNumVertices * 4 * 4, aiOrigin_CUR );
 
-}
+			}
 
-function Read_uint16_t( dataview ) {
+		}
 
-	var val = dataview.getUint16( dataview.readOffset, littleEndian );
-	dataview.readOffset += 2;
-	return val;
+		mesh.mTexCoordsBuffers = [];
 
-}
+		for ( var n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n ) {
 
-function Read_unsigned_int( dataview ) {
+			if ( ! ( c & ASSBIN_MESH_HAS_TEXCOORD( n ) ) ) break;
 
-	var val = dataview.getUint32( dataview.readOffset, littleEndian );
-	dataview.readOffset += 4;
-	return val;
+			// write number of UV components
+			mesh.mNumUVComponents[ n ] = Read_unsigned_int( stream );
 
-}
+			if ( shortened ) {
 
-function Read_uint32_t( dataview ) {
+				ReadBounds( stream, mesh.mTextureCoords[ n ], mesh.mNumVertices );
 
-	var val = dataview.getUint32( dataview.readOffset, littleEndian );
-	dataview.readOffset += 4;
-	return val;
+			} else {
 
-}
+			// else write as usual
 
-function Read_aiVector3D( stream ) {
+				mesh.mTextureCoords[ n ] = [];
+				//note that assbin always writes 3d texcoords
+				mesh.mTexCoordsBuffers[ n ] = [];
 
-	v = new aiVector3D();
-	v.x = readFloat( stream );
-	v.y = readFloat( stream );
-	v.z = readFloat( stream );
-	return v;
+				for ( var uv = 0; uv < mesh.mNumVertices; uv ++ ) {
 
-}
+					mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
+					mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
+					readFloat( stream );
 
-function Read_aiVector2D( stream ) {
+				}
 
-	v = new aiVector2D();
-	v.x = readFloat( stream );
-	v.y = readFloat( stream );
-	return v;
+			}
 
-}
+		}
+		// write faces. There are no floating-point calculations involved
+		// in these, so we can write a simple hash over the face data
+		// to the dump file. We generate a single 32 Bit hash for 512 faces
+		// using Assimp's standard hashing function.
+		if ( shortened ) {
 
-function Read_aiVector4D( stream ) {
+			Read_unsigned_int( stream );
 
-	v = new aiVector4D();
-	v.w = readFloat( stream );
-	v.x = readFloat( stream );
-	v.y = readFloat( stream );
-	v.z = readFloat( stream );
-	return v;
+		} else {
 
-}
+			// else write as usual
 
-function Read_aiColor3D( stream ) {
+			// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
+			mesh.mFaces = [];
 
-	var c = new aiColor3D();
-	c.r = readFloat( stream );
-	c.g = readFloat( stream );
-	c.b = readFloat( stream );
-	return c;
+			var indexCounter = 0;
+			mesh.mIndexArray = [];
 
-}
+			for ( var i = 0; i < mesh.mNumFaces; ++i ) {
 
-function Read_aiColor4D( stream ) {
+				var f = mesh.mFaces[ i ] = new aiFace();
+				// BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
+				f.mNumIndices = Read_uint16_t( stream );
+				f.mIndices = [];
 
-	var c = new aiColor4D();
-	c.r = readFloat( stream );
-	c.g = readFloat( stream );
-	c.b = readFloat( stream );
-	c.a = readFloat( stream );
-	return c;
+				for ( var a = 0; a < f.mNumIndices; ++a ) {
 
-}
+					if ( mesh.mNumVertices < ( 1 << 16 ) ) {
 
-function Read_aiQuaternion( stream ) {
+						f.mIndices[ a ] = Read_uint16_t( stream );
 
-	var v = new aiQuaternion();
-	v.w = readFloat( stream );
-	v.x = readFloat( stream );
-	v.y = readFloat( stream );
-	v.z = readFloat( stream );
-	return v;
+					} else {
 
-}
+						f.mIndices[ a ] = Read_unsigned_int( stream );
 
-function Read_aiString( stream ) {
+					}
 
-	var s = new aiString();
-	var stringlengthbytes = Read_unsigned_int( stream );
-	stream.ReadBytes( s.data, 1, stringlengthbytes );
-	return s.toString();
+					mesh.mIndexArray.push( f.mIndices[ a ] );
 
-}
+				}
 
-function Read_aiVertexWeight( stream ) {
+			}
 
-	var w = new aiVertexWeight();
-	w.mVertexId = Read_unsigned_int( stream );
-	w.mWeight = readFloat( stream );
-	return w;
+		}
+		// write bones
+		if ( mesh.mNumBones ) {
 
-}
+			mesh.mBones = [];
 
-function Read_aiMatrix4x4( stream ) {
+			for ( var a = 0; a < mesh.mNumBones; ++a ) {
 
-	var m = new aiMatrix4();
-	for ( var i = 0; i < 4; ++i ) {
+				mesh.mBones[ a ] = new aiBone();
+				ReadBinaryBone( stream, mesh.mBones[ a ] );
 
-		for ( var i2 = 0; i2 < 4; ++i2 ) {
+			}
 
-			m.elements[ i ][ i2 ] = readFloat( stream );
 		}
+
 	}
-	return m;
 
-}
+	function ReadBinaryMaterialProperty( stream, prop ) {
 
-function Read_aiVectorKey( stream ) {
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		prop.mKey = Read_aiString( stream );
+		prop.mSemantic = Read_unsigned_int( stream );
+		prop.mIndex = Read_unsigned_int( stream );
+		prop.mDataLength = Read_unsigned_int( stream );
+		prop.mType = Read_unsigned_int( stream );
+		prop.mData = [];
+		stream.ReadBytes( prop.mData, 1, prop.mDataLength );
 
-	var v = new aiVectorKey();
-	v.mTime = Read_double( stream );
-	v.mValue = Read_aiVector3D( stream );
-	return v;
+	}
 
-}
+	// -----------------------------------------------------------------------------------
 
-function Read_aiQuatKey( stream ) {
+	function ReadBinaryMaterial( stream, mat ) {
 
-	var v = new aiQuatKey();
-	v.mTime = Read_double( stream );
-	v.mValue = Read_aiQuaternion( stream );
-	return v;
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIAL );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		mat.mNumAllocated = mat.mNumProperties = Read_unsigned_int( stream );
 
-}
+		if ( mat.mNumProperties ) {
 
-function ReadArray( stream, data, size ) {
+			if ( mat.mProperties ) {
 
-	for ( var i = 0; i < size; i++ ) data[ i ] = Read( stream );
+				delete mat.mProperties;
 
-}
+			}
 
-function ReadArray_aiVector2D( stream, data, size ) {
+			mat.mProperties = [];
 
-	for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiVector2D( stream );
+			for ( var i = 0; i < mat.mNumProperties; ++i ) {
 
-}
+				mat.mProperties[ i ] = new aiMaterialProperty();
+				ReadBinaryMaterialProperty( stream, mat.mProperties[ i ] );
 
-function ReadArray_aiVector3D( stream, data, size ) {
+			}
 
-	for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiVector3D( stream );
+		}
 
-}
+	}
+	// -----------------------------------------------------------------------------------
+	function ReadBinaryNodeAnim( stream, nd ) {
 
-function ReadArray_aiVector4D( stream, data, size ) {
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AINODEANIM );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		nd.mNodeName = Read_aiString( stream );
+		nd.mNumPositionKeys = Read_unsigned_int( stream );
+		nd.mNumRotationKeys = Read_unsigned_int( stream );
+		nd.mNumScalingKeys = Read_unsigned_int( stream );
+		nd.mPreState = Read_unsigned_int( stream );
+		nd.mPostState = Read_unsigned_int( stream );
 
-	for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiVector4D( stream );
+		if ( nd.mNumPositionKeys ) {
 
-}
+			if ( shortened ) {
 
-function ReadArray_aiVertexWeight( stream, data, size ) {
+				ReadBounds( stream, nd.mPositionKeys, nd.mNumPositionKeys );
 
-	for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiVertexWeight( stream );
+			} else {
 
-}
+				// else write as usual
 
-function ReadArray_aiColor4D( stream, data, size ) {
+				nd.mPositionKeys = [];
+				ReadArray_aiVectorKey( stream, nd.mPositionKeys, nd.mNumPositionKeys );
 
-	for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiColor4D( stream );
+			}
 
-}
+		}
 
-function ReadArray_aiVectorKey( stream, data, size ) {
+		if ( nd.mNumRotationKeys ) {
 
-	for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiVectorKey( stream );
+			if ( shortened ) {
 
-}
+				ReadBounds( stream, nd.mRotationKeys, nd.mNumRotationKeys );
 
-function ReadArray_aiQuatKey( stream, data, size ) {
+			} else {
 
-	for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiQuatKey( stream );
+	 			// else write as usual
 
-}
+				nd.mRotationKeys = [];
+				ReadArray_aiQuatKey( stream, nd.mRotationKeys, nd.mNumRotationKeys );
 
-function ReadBounds( stream, T /*p*/ , n ) {
+			}
 
-	// not sure what to do here, the data isn't really useful.
-	return stream.Seek( sizeof( T ) * n, aiOrigin_CUR );
+		}
 
-}
+		if ( nd.mNumScalingKeys ) {
 
-function ai_assert( bool ) {
+			if ( shortened ) {
 
-	if ( !bool )
-		throw ( "asset failed" );
+				ReadBounds( stream, nd.mScalingKeys, nd.mNumScalingKeys );
 
-}
+			} else {
 
-function ReadBinaryNode( stream, parent, depth ) {
+ 				// else write as usual
 
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AINODE );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	var node = new aiNode();
-	node.mParent = parent;
-	node.mDepth = depth;
-	node.mName = Read_aiString( stream );
-	node.mTransformation = Read_aiMatrix4x4( stream );
-	node.mNumChildren = Read_unsigned_int( stream );
-	node.mNumMeshes = Read_unsigned_int( stream );
-	if ( node.mNumMeshes ) {
+				nd.mScalingKeys = [];
+				ReadArray_aiVectorKey( stream, nd.mScalingKeys, nd.mNumScalingKeys );
 
-		node.mMeshes = []
-		for ( var i = 0; i < node.mNumMeshes; ++i ) {
+			}
 
-			node.mMeshes[ i ] = Read_unsigned_int( stream );
 		}
+
 	}
-	if ( node.mNumChildren ) {
+	// -----------------------------------------------------------------------------------
+	function ReadBinaryAnim( stream, anim ) {
 
-		node.mChildren = [];
-		for ( var i = 0; i < node.mNumChildren; ++i ) {
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AIANIMATION );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		anim.mName = Read_aiString( stream );
+		anim.mDuration = Read_double( stream );
+		anim.mTicksPerSecond = Read_double( stream );
+		anim.mNumChannels = Read_unsigned_int( stream );
 
-			var node2 = ReadBinaryNode( stream, node, depth++ );
-			node.mChildren[ i ] = node2;
-		}
-	}
-	return node;
-
-}
-// -----------------------------------------------------------------------------------
-function ReadBinaryBone( stream, b ) {
-
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AIBONE );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	b.mName = Read_aiString( stream );
-	b.mNumWeights = Read_unsigned_int( stream );
-	b.mOffsetMatrix = Read_aiMatrix4x4( stream );
-	// for the moment we write dumb min/max values for the bones, too.
-	// maybe I'll add a better, hash-like solution later
-	if ( shortened ) {
-
-		ReadBounds( stream, b.mWeights, b.mNumWeights );
-	} // else write as usual
-	else {
-
-		b.mWeights = [];
-		ReadArray_aiVertexWeight( stream, b.mWeights, b.mNumWeights );
-	}
-	return b;
-
-}
-
-function ReadBinaryMesh( stream, mesh ) {
-
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AIMESH );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	mesh.mPrimitiveTypes = Read_unsigned_int( stream );
-	mesh.mNumVertices = Read_unsigned_int( stream );
-	mesh.mNumFaces = Read_unsigned_int( stream );
-	mesh.mNumBones = Read_unsigned_int( stream );
-	mesh.mMaterialIndex = Read_unsigned_int( stream );
-	mesh.mNumUVComponents = [];
-	// first of all, write bits for all existent vertex components
-	var c = Read_unsigned_int( stream );
-	if ( c & ASSBIN_MESH_HAS_POSITIONS ) {
+		if ( anim.mNumChannels ) {
 
-		if ( shortened ) {
+			anim.mChannels = [];
 
-			ReadBounds( stream, mesh.mVertices, mesh.mNumVertices );
-		} // else write as usual
-		else {
+			for ( var a = 0; a < anim.mNumChannels; ++a ) {
+
+				anim.mChannels[ a ] = new aiNodeAnim();
+				ReadBinaryNodeAnim( stream, anim.mChannels[ a ] );
+
+			}
 
-			mesh.mVertices = [];
-			mesh.mVertexBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
-			stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
 		}
+
 	}
-	if ( c & ASSBIN_MESH_HAS_NORMALS ) {
 
-		if ( shortened ) {
+	function ReadBinaryTexture( stream, tex ) {
 
-			ReadBounds( stream, mesh.mNormals, mesh.mNumVertices );
-		} // else write as usual
-		else {
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AITEXTURE );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		tex.mWidth = Read_unsigned_int( stream );
+		tex.mHeight = Read_unsigned_int( stream );
+		stream.ReadBytes( tex.achFormatHint, 1, 4 );
 
-			mesh.mNormals = [];
-			mesh.mNormalBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
-			stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
-		}
-	}
-	if ( c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS ) {
+		if ( ! shortened ) {
 
-		if ( shortened ) {
+			if ( ! tex.mHeight ) {
+
+				tex.pcData = [];
+				stream.ReadBytes( tex.pcData, 1, tex.mWidth );
+
+			} else {
+
+				tex.pcData = [];
+				stream.ReadBytes( tex.pcData, 1, tex.mWidth * tex.mHeight * 4 );
+
+			}
 
-			ReadBounds( stream, mesh.mTangents, mesh.mNumVertices );
-			ReadBounds( stream, mesh.mBitangents, mesh.mNumVertices );
-		} // else write as usual
-		else {
-
-			mesh.mTangents = [];
-			mesh.mTangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
-			stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
-			mesh.mBitangents = [];
-			mesh.mBitangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
-			stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
 		}
+
 	}
-	for ( var n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n ) {
+	// -----------------------------------------------------------------------------------
+	function ReadBinaryLight( stream, l ) {
 
-		if ( !( c & ASSBIN_MESH_HAS_COLOR( n ) ) )
-			break;
-		if ( shortened ) {
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AILIGHT );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		l.mName = Read_aiString( stream );
+		l.mType = Read_unsigned_int( stream );
+
+		if ( l.mType != aiLightSource_DIRECTIONAL ) {
 
-			ReadBounds( stream, mesh.mColors[ n ], mesh.mNumVertices );
-		} // else write as usual
-		else {
+			l.mAttenuationConstant = readFloat( stream );
+			l.mAttenuationLinear = readFloat( stream );
+			l.mAttenuationQuadratic = readFloat( stream );
 
-			mesh.mColors[ n ] = [];
-			mesh.mColorBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 4 * 4 );
-			stream.Seek( mesh.mNumVertices * 4 * 4, aiOrigin_CUR );
 		}
-	}
-	mesh.mTexCoordsBuffers = [];
-	for ( var n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n ) {
 
-		if ( !( c & ASSBIN_MESH_HAS_TEXCOORD( n ) ) )
-			break;
-		// write number of UV components
-		mesh.mNumUVComponents[ n ] = Read_unsigned_int( stream );
-		if ( shortened ) {
+		l.mColorDiffuse = Read_aiColor3D( stream );
+		l.mColorSpecular = Read_aiColor3D( stream );
+		l.mColorAmbient = Read_aiColor3D( stream );
 
-			ReadBounds( stream, mesh.mTextureCoords[ n ], mesh.mNumVertices );
-		} // else write as usual
-		else {
+		if ( l.mType == aiLightSource_SPOT ) {
 
-			mesh.mTextureCoords[ n ] = [];
-			//note that assbin always writes 3d texcoords
-			mesh.mTexCoordsBuffers[ n ] = [];
-			for ( var uv = 0; uv < mesh.mNumVertices; uv++ ) {
+			l.mAngleInnerCone = readFloat( stream );
+			l.mAngleOuterCone = readFloat( stream );
 
-				mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) )
-				mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) )
-				readFloat( stream )
-			}
 		}
+
 	}
-	// write faces. There are no floating-point calculations involved
-	// in these, so we can write a simple hash over the face data
-	// to the dump file. We generate a single 32 Bit hash for 512 faces
-	// using Assimp's standard hashing function.
-	if ( shortened ) {
+	// -----------------------------------------------------------------------------------
+	function ReadBinaryCamera( stream, cam ) {
+
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AICAMERA );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		cam.mName = Read_aiString( stream );
+		cam.mPosition = Read_aiVector3D( stream );
+		cam.mLookAt = Read_aiVector3D( stream );
+		cam.mUp = Read_aiVector3D( stream );
+		cam.mHorizontalFOV = readFloat( stream );
+		cam.mClipPlaneNear = readFloat( stream );
+		cam.mClipPlaneFar = readFloat( stream );
+		cam.mAspect = readFloat( stream );
 
-		Read_unsigned_int( stream );
-	} else // else write as usual
-	{
+	}
 
-		// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
-		mesh.mFaces = [];
-		var indexCounter = 0;
-		mesh.mIndexArray = [];
-		for ( var i = 0; i < mesh.mNumFaces; ++i ) {
+	function ReadBinaryScene( stream, scene ) {
 
-			var f = mesh.mFaces[ i ] = new aiFace();
-			// BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
-			f.mNumIndices = Read_uint16_t( stream );
-			f.mIndices = [];
-			for ( var a = 0; a < f.mNumIndices; ++a ) {
+		var chunkID = Read_uint32_t( stream );
+		ai_assert( chunkID == ASSBIN_CHUNK_AISCENE );
+		/*uint32_t size =*/
+		Read_uint32_t( stream );
+		scene.mFlags = Read_unsigned_int( stream );
+		scene.mNumMeshes = Read_unsigned_int( stream );
+		scene.mNumMaterials = Read_unsigned_int( stream );
+		scene.mNumAnimations = Read_unsigned_int( stream );
+		scene.mNumTextures = Read_unsigned_int( stream );
+		scene.mNumLights = Read_unsigned_int( stream );
+		scene.mNumCameras = Read_unsigned_int( stream );
+		// Read node graph
+		scene.mRootNode = new aiNode();
+		scene.mRootNode = ReadBinaryNode( stream, null, 0 );
+		// Read all meshes
+		if ( scene.mNumMeshes ) {
 
-				if ( mesh.mNumVertices < ( 1 << 16 ) ) {
+			scene.mMeshes = [];
 
-					f.mIndices[ a ] = Read_uint16_t( stream );
-				} else {
+			for ( var i = 0; i < scene.mNumMeshes; ++i ) {
+
+				scene.mMeshes[ i ] = new aiMesh();
+				ReadBinaryMesh( stream, scene.mMeshes[ i ] );
 
-					f.mIndices[ a ] = Read_unsigned_int( stream );
-				}
-				mesh.mIndexArray.push( f.mIndices[ a ] );
 			}
+
 		}
-	}
-	// write bones
-	if ( mesh.mNumBones ) {
+		// Read materials
+		if ( scene.mNumMaterials ) {
+
+			scene.mMaterials = [];
+
+			for ( var i = 0; i < scene.mNumMaterials; ++i ) {
 
-		mesh.mBones = [];
-		for ( var a = 0; a < mesh.mNumBones; ++a ) {
+				scene.mMaterials[ i ] = new aiMaterial();
+				ReadBinaryMaterial( stream, scene.mMaterials[ i ] );
+
+			}
 
-			mesh.mBones[ a ] = new aiBone();
-			ReadBinaryBone( stream, mesh.mBones[ a ] );
 		}
-	}
+		// Read all animations
+		if ( scene.mNumAnimations ) {
 
-}
+			scene.mAnimations = [];
 
+			for ( var i = 0; i < scene.mNumAnimations; ++i ) {
 
+				scene.mAnimations[ i ] = new aiAnimation();
+				ReadBinaryAnim( stream, scene.mAnimations[ i ] );
 
-function ReadBinaryMaterialProperty( stream, prop ) {
+			}
 
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	prop.mKey = Read_aiString( stream );
-	prop.mSemantic = Read_unsigned_int( stream );
-	prop.mIndex = Read_unsigned_int( stream );
-	prop.mDataLength = Read_unsigned_int( stream );
-	prop.mType = Read_unsigned_int( stream );
-	prop.mData = [];
-	stream.ReadBytes( prop.mData, 1, prop.mDataLength );
+		}
+		// Read all textures
+		if ( scene.mNumTextures ) {
 
-}
-// -----------------------------------------------------------------------------------
-function ReadBinaryMaterial( stream, mat ) {
+			scene.mTextures = [];
 
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIAL );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	mat.mNumAllocated = mat.mNumProperties = Read_unsigned_int( stream );
-	if ( mat.mNumProperties ) {
+			for ( var i = 0; i < scene.mNumTextures; ++i ) {
 
-		if ( mat.mProperties ) {
+				scene.mTextures[ i ] = new aiTexture();
+				ReadBinaryTexture( stream, scene.mTextures[ i ] );
 
-			delete mat.mProperties;
-		}
-		mat.mProperties = [];
-		for ( var i = 0; i < mat.mNumProperties; ++i ) {
+			}
 
-			mat.mProperties[ i ] = new aiMaterialProperty();
-			ReadBinaryMaterialProperty( stream, mat.mProperties[ i ] );
 		}
-	}
+		// Read lights
+		if ( scene.mNumLights ) {
 
-}
-// -----------------------------------------------------------------------------------
-function ReadBinaryNodeAnim( stream, nd ) {
+			scene.mLights = [];
 
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AINODEANIM );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	nd.mNodeName = Read_aiString( stream );
-	nd.mNumPositionKeys = Read_unsigned_int( stream );
-	nd.mNumRotationKeys = Read_unsigned_int( stream );
-	nd.mNumScalingKeys = Read_unsigned_int( stream );
-	nd.mPreState = Read_unsigned_int( stream );
-	nd.mPostState = Read_unsigned_int( stream );
-	if ( nd.mNumPositionKeys ) {
+			for ( var i = 0; i < scene.mNumLights; ++i ) {
 
-		if ( shortened ) {
+				scene.mLights[ i ] = new aiLight();
+				ReadBinaryLight( stream, scene.mLights[ i ] );
 
-			ReadBounds( stream, nd.mPositionKeys, nd.mNumPositionKeys );
-		} // else write as usual
-		else {
+			}
 
-			nd.mPositionKeys = [];
-			ReadArray_aiVectorKey( stream, nd.mPositionKeys, nd.mNumPositionKeys );
 		}
-	}
-	if ( nd.mNumRotationKeys ) {
+		// Read cameras
+		if ( scene.mNumCameras ) {
 
-		if ( shortened ) {
+			scene.mCameras = [];
 
-			ReadBounds( stream, nd.mRotationKeys, nd.mNumRotationKeys );
-		} // else write as usual
-		else {
+			for ( var i = 0; i < scene.mNumCameras; ++i ) {
+
+				scene.mCameras[ i ] = new aiCamera();
+				ReadBinaryCamera( stream, scene.mCameras[ i ] );
+
+			}
 
-			nd.mRotationKeys = [];
-			ReadArray_aiQuatKey( stream, nd.mRotationKeys, nd.mNumRotationKeys );
 		}
+
 	}
-	if ( nd.mNumScalingKeys ) {
+	var aiOrigin_CUR = 0;
+	var aiOrigin_BEG = 1;
 
-		if ( shortened ) {
+	function extendStream( stream ) {
 
-			ReadBounds( stream, nd.mScalingKeys, nd.mNumScalingKeys );
-		} // else write as usual
-		else {
+		stream.readOffset = 0;
+		stream.Seek = function ( off, ori ) {
 
-			nd.mScalingKeys = [];
-			ReadArray_aiVectorKey( stream, nd.mScalingKeys, nd.mNumScalingKeys );
-		}
-	}
+			if ( ori == aiOrigin_CUR ) {
 
-}
-// -----------------------------------------------------------------------------------
-function ReadBinaryAnim( stream, anim ) {
+				stream.readOffset += off;
 
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AIANIMATION );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	anim.mName = Read_aiString( stream );
-	anim.mDuration = Read_double( stream );
-	anim.mTicksPerSecond = Read_double( stream );
-	anim.mNumChannels = Read_unsigned_int( stream );
-	if ( anim.mNumChannels ) {
+			}
+			if ( ori == aiOrigin_BEG ) {
 
-		anim.mChannels = [];
-		for ( var a = 0; a < anim.mNumChannels; ++a ) {
+				stream.readOffset = off;
 
-			anim.mChannels[ a ] = new aiNodeAnim();
-			ReadBinaryNodeAnim( stream, anim.mChannels[ a ] );
-		}
-	}
+			}
 
-}
+		};
 
-function ReadBinaryTexture( stream, tex ) {
+		stream.ReadBytes = function ( buff, size, n ) {
 
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AITEXTURE );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	tex.mWidth = Read_unsigned_int( stream );
-	tex.mHeight = Read_unsigned_int( stream );
-	stream.ReadBytes( tex.achFormatHint, 1, 4 );
-	if ( !shortened ) {
+			var bytes = size * n;
+			for ( var i = 0; i < bytes; i ++ )
+				buff[ i ] = Read_uint8_t( this );
 
-		if ( !tex.mHeight ) {
+		};
 
-			tex.pcData = [];
-			stream.ReadBytes( tex.pcData, 1, tex.mWidth );
-		} else {
+		stream.subArray32 = function ( start, end ) {
 
-			tex.pcData = []
-			stream.ReadBytes( tex.pcData, 1, tex.mWidth * tex.mHeight * 4 );
-		}
-	}
+			var buff = this.buffer;
+			var newbuff = buff.slice( start, end );
+			return new Float32Array( newbuff );
 
-}
-// -----------------------------------------------------------------------------------
-function ReadBinaryLight( stream, l ) {
-
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AILIGHT );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	l.mName = Read_aiString( stream );
-	l.mType = Read_unsigned_int( stream );
-	if ( l.mType != aiLightSource_DIRECTIONAL ) {
-
-		l.mAttenuationConstant = readFloat( stream );
-		l.mAttenuationLinear = readFloat( stream );
-		l.mAttenuationQuadratic = readFloat( stream );
-	}
-	l.mColorDiffuse = Read_aiColor3D( stream );
-	l.mColorSpecular = Read_aiColor3D( stream );
-	l.mColorAmbient = Read_aiColor3D( stream );
-	if ( l.mType == aiLightSource_SPOT ) {
-
-		l.mAngleInnerCone = readFloat( stream );
-		l.mAngleOuterCone = readFloat( stream );
-	}
-
-}
-// -----------------------------------------------------------------------------------
-function ReadBinaryCamera( stream, cam ) {
-
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AICAMERA );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	cam.mName = Read_aiString( stream );
-	cam.mPosition = Read_aiVector3D( stream );
-	cam.mLookAt = Read_aiVector3D( stream );
-	cam.mUp = Read_aiVector3D( stream );
-	cam.mHorizontalFOV = readFloat( stream );
-	cam.mClipPlaneNear = readFloat( stream );
-	cam.mClipPlaneFar = readFloat( stream );
-	cam.mAspect = readFloat( stream );
-
-}
-
-function ReadBinaryScene( stream, scene ) {
-
-	var chunkID = Read_uint32_t( stream );
-	ai_assert( chunkID == ASSBIN_CHUNK_AISCENE );
-	/*uint32_t size =*/
-	Read_uint32_t( stream );
-	scene.mFlags = Read_unsigned_int( stream );
-	scene.mNumMeshes = Read_unsigned_int( stream );
-	scene.mNumMaterials = Read_unsigned_int( stream );
-	scene.mNumAnimations = Read_unsigned_int( stream );
-	scene.mNumTextures = Read_unsigned_int( stream );
-	scene.mNumLights = Read_unsigned_int( stream );
-	scene.mNumCameras = Read_unsigned_int( stream );
-	// Read node graph
-	scene.mRootNode = new aiNode();
-	scene.mRootNode = ReadBinaryNode( stream, null, 0 );
-	// Read all meshes
-	if ( scene.mNumMeshes ) {
-
-		scene.mMeshes = [];
-		for ( var i = 0; i < scene.mNumMeshes; ++i ) {
-
-			scene.mMeshes[ i ] = new aiMesh();
-			ReadBinaryMesh( stream, scene.mMeshes[ i ] );
-		}
-	}
-	// Read materials
-	if ( scene.mNumMaterials ) {
+		};
 
-		scene.mMaterials = [];
-		for ( var i = 0; i < scene.mNumMaterials; ++i ) {
+		stream.subArrayUint16 = function ( start, end ) {
 
-			scene.mMaterials[ i ] = new aiMaterial();
-			ReadBinaryMaterial( stream, scene.mMaterials[ i ] );
-		}
-	}
-	// Read all animations
-	if ( scene.mNumAnimations ) {
+			var buff = this.buffer;
+			var newbuff = buff.slice( start, end );
+			return new Uint16Array( newbuff );
 
-		scene.mAnimations = [];
-		for ( var i = 0; i < scene.mNumAnimations; ++i ) {
+		};
 
-			scene.mAnimations[ i ] = new aiAnimation();
-			ReadBinaryAnim( stream, scene.mAnimations[ i ] );
-		}
-	}
-	// Read all textures
-	if ( scene.mNumTextures ) {
+		stream.subArrayUint8 = function ( start, end ) {
 
-		scene.mTextures = [];
-		for ( var i = 0; i < scene.mNumTextures; ++i ) {
+			var buff = this.buffer;
+			var newbuff = buff.slice( start, end );
+			return new Uint8Array( newbuff );
 
-			scene.mTextures[ i ] = new aiTexture();
-			ReadBinaryTexture( stream, scene.mTextures[ i ] );
-		}
-	}
-	// Read lights
-	if ( scene.mNumLights ) {
+		};
 
-		scene.mLights = [];
-		for ( var i = 0; i < scene.mNumLights; ++i ) {
+		stream.subArrayUint32 = function ( start, end ) {
 
-			scene.mLights[ i ] = new aiLight();
-			ReadBinaryLight( stream, scene.mLights[ i ] );
-		}
-	}
-	// Read cameras
-	if ( scene.mNumCameras ) {
+			var buff = this.buffer;
+			var newbuff = buff.slice( start, end );
+			return new Uint32Array( newbuff );
 
-		scene.mCameras = [];
-		for ( var i = 0; i < scene.mNumCameras; ++i ) {
+		};
 
-			scene.mCameras[ i ] = new aiCamera();
-			ReadBinaryCamera( stream, scene.mCameras[ i ] );
-		}
 	}
 
-}
-var aiOrigin_CUR = 0;
-var aiOrigin_BEG = 1;
+	function AssimpLoader() {
 
-function extendStream( stream ) {
+		this.load = function ( url, callback ) {
 
-	stream.readOffset = 0;
-	stream.Seek = function( off, ori ) {
+			var xhr = new XMLHttpRequest();
+			xhr.open( 'GET', url, true );
+			xhr.responseType = 'arraybuffer';
+			xhr.onerror = function ( e ) {
 
-		if ( ori == aiOrigin_CUR ) {
+				callback( e );
 
-			stream.readOffset += off;
-		}
-		if ( ori == aiOrigin_BEG ) {
+			};
+			xhr.onload = function ( e ) {
 
-			stream.readOffset = off;
-		}
-	}
-	stream.ReadBytes = function( buff, size, n ) {
+				try {
 
-		var bytes = size * n;
-		for ( var i = 0; i < bytes; i++ )
-			buff[ i ] = Read_uint8_t( this );
-	}
-	stream.subArray32 = function( start, end ) {
+					var time = performance.now();
+					// response is unsigned 8 bit integer
+					var node = InternReadFile( this.response, url );
+					console.info( "Parse in " + ( performance.now() - time ) );
+					callback( null, node );
 
-		var buff = this.buffer;
-		var newbuff = buff.slice( start, end );
-		return new Float32Array( newbuff );
-	}
-	stream.subArrayUint16 = function( start, end ) {
+				} catch ( e ) {
 
-		var buff = this.buffer;
-		var newbuff = buff.slice( start, end );
-		return new Uint16Array( newbuff );
-	}
-	stream.subArrayUint8 = function( start, end ) {
+					callback( e );
 
-		var buff = this.buffer;
-		var newbuff = buff.slice( start, end );
-		return new Uint8Array( newbuff );
-	}
-	stream.subArrayUint32 = function( start, end ) {
+				}
 
-		var buff = this.buffer;
-		var newbuff = buff.slice( start, end );
-		return new Uint32Array( newbuff );
-	}
+			};
 
-}
+			xhr.send();
 
-function AssimpLoader() {
+		};
 
-	this.load = function( url, callback ) {
+	}
 
-		var xhr = new XMLHttpRequest();
-		xhr.open( 'GET', url, true );
-		xhr.responseType = 'arraybuffer';
-		xhr.onerror = function( e ) {
+	function InternReadFile( pFiledata, url ) {
+
+		var pScene = new aiScene();
+		pScene.baseURL = url;
+		var stream = new DataView( pFiledata );
+		extendStream( stream );
+		stream.Seek( 44, aiOrigin_CUR ); // signature
+		/*unsigned int versionMajor =*/
+		var versionMajor = Read_unsigned_int( stream );
+		/*unsigned int versionMinor =*/
+		var versionMinor = Read_unsigned_int( stream );
+		/*unsigned int versionRevision =*/
+		var versionRevision = Read_unsigned_int( stream );
+		/*unsigned int compileFlags =*/
+		var compileFlags = Read_unsigned_int( stream );
+		shortened = Read_uint16_t( stream ) > 0;
+		compressed = Read_uint16_t( stream ) > 0;
+		if ( shortened )
+			throw "Shortened binaries are not supported!";
+		stream.Seek( 256, aiOrigin_CUR ); // original filename
+		stream.Seek( 128, aiOrigin_CUR ); // options
+		stream.Seek( 64, aiOrigin_CUR ); // padding
+		if ( compressed ) {
+
+			var uncompressedSize = Read_uint32_t( stream );
+			var compressedSize = stream.FileSize() - stream.Tell();
+			var compressedData = [];
+			stream.Read( compressedData, 1, compressedSize );
+			var uncompressedData = [];
+			uncompress( uncompressedData, uncompressedSize, compressedData, compressedSize );
+			var buff = new ArrayBuffer( uncompressedData );
+			ReadBinaryScene( buff, pScene );
 
-			callback( e );
-		}
-		xhr.onload = function( e ) {
+		} else {
 
-            try {
+			ReadBinaryScene( stream, pScene );
+			return pScene.toTHREE();
 
-    			var time = performance.now();
-    			// response is unsigned 8 bit integer
-    			var node = InternReadFile( this.response, url );
-    			console.info( "Parse in " + ( performance.now() - time ) );
-    			callback(null, node);
+		}
+
+	}
 
-            } catch ( e ) {
+	THREE.AssimpLoader = AssimpLoader;
 
-                callback(e);
-                
-            }
-		};
-		xhr.send();
-	}
-
-}
-
-function InternReadFile( pFiledata, url ) {
-
-	var pScene = new aiScene();
-	pScene.baseURL = url;
-	var stream = new DataView( pFiledata );
-	extendStream( stream );
-	stream.Seek( 44, aiOrigin_CUR ); // signature
-	/*unsigned int versionMajor =*/
-	var versionMajor = Read_unsigned_int( stream );
-	/*unsigned int versionMinor =*/
-	var versionMinor = Read_unsigned_int( stream );
-	/*unsigned int versionRevision =*/
-	var versionRevision = Read_unsigned_int( stream );
-	/*unsigned int compileFlags =*/
-	var compileFlags = Read_unsigned_int( stream );
-	shortened = Read_uint16_t( stream ) > 0;
-	compressed = Read_uint16_t( stream ) > 0;
-	if ( shortened )
-		throw "Shortened binaries are not supported!";
-	stream.Seek( 256, aiOrigin_CUR ); // original filename
-	stream.Seek( 128, aiOrigin_CUR ); // options
-	stream.Seek( 64, aiOrigin_CUR ); // padding
-	if ( compressed ) {
-
-		var uncompressedSize = Read_uint32_t( stream );
-		var compressedSize = stream.FileSize() - stream.Tell();
-		var compressedData = [];
-		stream.Read( compressedData, 1, compressedSize );
-		var uncompressedData = [];
-		uncompress( uncompressedData, uncompressedSize, compressedData, compressedSize );
-		var buff = new ArrayBuffer( uncompressedData );
-		ReadBinaryScene( buff, pScene );
-	} else {
-
-		ReadBinaryScene( stream, pScene );
-		return pScene.toTHREE();
-	}
-
-}
-
-THREE.AssimpLoader = AssimpLoader
-
-})()
+} )();