浏览代码

JSM: Added module and TS file for AssimpLoader.

Mugen87 6 年之前
父节点
当前提交
2debe0ef39

+ 1 - 0
docs/manual/en/introduction/Import-via-modules.html

@@ -111,6 +111,7 @@
 				</li>
 				</li>
 				<li>loaders
 				<li>loaders
 					<ul>
 					<ul>
+						<li>AssimpLoader</li>
 						<li>BabylonLoader</li>
 						<li>BabylonLoader</li>
 						<li>BVHLoader</li>
 						<li>BVHLoader</li>
 						<li>ColladaLoader</li>
 						<li>ColladaLoader</li>

+ 3 - 1
examples/js/loaders/AssimpLoader.js

@@ -773,8 +773,10 @@ THREE.AssimpLoader.prototype = {
 					mesh = new THREE.Mesh( geometry, mat );
 					mesh = new THREE.Mesh( geometry, mat );
 
 
 				if ( this.mBones.length > 0 ) {
 				if ( this.mBones.length > 0 ) {
+
 					mesh = new THREE.SkinnedMesh( geometry, mat );
 					mesh = new THREE.SkinnedMesh( geometry, mat );
 					mesh.normalizeSkinWeights();
 					mesh.normalizeSkinWeights();
+
 				}
 				}
 
 
 				this.threeNode = mesh;
 				this.threeNode = mesh;
@@ -1853,7 +1855,7 @@ THREE.AssimpLoader.prototype = {
 
 
 				} else {
 				} else {
 
 
-				// else write as usual
+					// else write as usual
 
 
 					mesh.mTextureCoords[ n ] = [];
 					mesh.mTextureCoords[ n ] = [];
 					//note that assbin always writes 3d texcoords
 					//note that assbin always writes 3d texcoords

+ 24 - 0
examples/jsm/loaders/AssimpLoader.d.ts

@@ -0,0 +1,24 @@
+import {
+  Object3D,
+  LoadingManager
+} from '../../../src/Three';
+
+
+export interface Assimp {
+  animation: any;
+  object: Object3D;
+}
+
+export class AssimpLoader {
+  constructor(manager?: LoadingManager);
+  manager: LoadingManager;
+  crossOrigin: string;
+  path: string;
+  resourcePath: string;
+
+  load(url: string, onLoad: (result: Assimp) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void) : void;
+  setPath(path: string) : this;
+  setResourcePath(path: string) : this;
+  setCrossOrigin(value: string): this;
+  parse(buffer: ArrayBuffer, path: string) : Assimp;
+}

+ 2402 - 0
examples/jsm/loaders/AssimpLoader.js

@@ -0,0 +1,2402 @@
+/**
+ * @author Virtulous / https://virtulo.us/
+ */
+
+import {
+	Bone,
+	BufferAttribute,
+	BufferGeometry,
+	Color,
+	DefaultLoadingManager,
+	FileLoader,
+	LoaderUtils,
+	Matrix4,
+	Mesh,
+	MeshLambertMaterial,
+	MeshPhongMaterial,
+	Object3D,
+	Quaternion,
+	Skeleton,
+	SkinnedMesh,
+	TextureLoader,
+	Vector2,
+	Vector3,
+	Vector4
+} from "../../../build/three.module.js";
+
+var AssimpLoader = function ( manager ) {
+
+	this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+
+};
+
+AssimpLoader.prototype = {
+
+	constructor: AssimpLoader,
+
+	crossOrigin: 'anonymous',
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var path = ( scope.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
+
+		var loader = new FileLoader( this.manager );
+		loader.setPath( scope.path );
+		loader.setResponseType( 'arraybuffer' );
+
+		loader.load( url, function ( buffer ) {
+
+			onLoad( scope.parse( buffer, path ) );
+
+		}, onProgress, onError );
+
+	},
+
+	setPath: function ( value ) {
+
+		this.path = value;
+		return this;
+
+	},
+
+	setResourcePath: function ( value ) {
+
+		this.resourcePath = value;
+		return this;
+
+	},
+
+	setCrossOrigin: function ( value ) {
+
+		this.crossOrigin = value;
+		return this;
+
+	},
+
+	parse: function ( buffer, path ) {
+
+		var textureLoader = new TextureLoader( this.manager );
+		textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
+
+		var Virtulous = {};
+
+		Virtulous.KeyFrame = function ( time, matrix ) {
+
+			this.time = time;
+			this.matrix = matrix.clone();
+			this.position = new Vector3();
+			this.quaternion = new Quaternion();
+			this.scale = new 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 Vector3();
+		Virtulous.KeyFrame.tempAniQuat = new Quaternion();
+		Virtulous.KeyFrame.tempAniScale = new Vector3( 1, 1, 1 );
+		Virtulous.KeyFrame.tempAniMatrix = new 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 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 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 Skeleton( allBones, offsetMatrix );
+
+				this.threeNode.bind( skeleton, new Matrix4() );
+				this.threeNode.material.skinning = true;
+
+			};
+
+			this.toTHREE = function ( scene ) {
+
+				if ( this.threeNode ) return this.threeNode;
+				var geometry = new BufferGeometry();
+				var mat;
+				if ( scene.mMaterials[ this.mMaterialIndex ] )
+					mat = scene.mMaterials[ this.mMaterialIndex ].toTHREE( scene );
+				else
+					mat = new MeshLambertMaterial();
+				geometry.setIndex( new BufferAttribute( new Uint32Array( this.mIndexArray ), 1 ) );
+				geometry.addAttribute( 'position', new BufferAttribute( this.mVertexBuffer, 3 ) );
+				if ( this.mNormalBuffer && this.mNormalBuffer.length > 0 )
+					geometry.addAttribute( 'normal', new BufferAttribute( this.mNormalBuffer, 3 ) );
+				if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
+					geometry.addAttribute( 'color', new BufferAttribute( this.mColorBuffer, 4 ) );
+				if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
+					geometry.addAttribute( 'uv', new BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
+				if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ].length > 0 )
+					geometry.addAttribute( 'uv1', new BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
+				if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
+					geometry.addAttribute( 'tangents', new BufferAttribute( this.mTangentBuffer, 3 ) );
+				if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
+					geometry.addAttribute( 'bitangents', new 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 BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
+					geometry.addAttribute( 'skinIndex', new BufferAttribute( new Float32Array( _bones ), BONESPERVERT ) );
+
+				}
+
+				var mesh;
+
+				if ( this.mBones.length == 0 )
+					mesh = new Mesh( geometry, mat );
+
+				if ( this.mBones.length > 0 ) {
+
+					mesh = new SkinnedMesh( geometry, mat );
+					mesh.normalizeSkinWeights();
+
+				}
+
+				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 Vector3( this.x, this.y, this.z );
+
+			};
+
+		}
+
+		function aiVector2D() {
+
+			this.x = 0;
+			this.y = 0;
+			this.toTHREE = function () {
+
+				return new Vector2( this.x, this.y );
+
+			};
+
+		}
+
+		function aiVector4D() {
+
+			this.w = 0;
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+			this.toTHREE = function () {
+
+				return new 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 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 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 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 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 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 () {
+
+				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 textureLoader.load( 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",
+			"$tex.file": "map"
+
+		};
+
+		var nameTypeMapping = {
+
+			"?mat.name": "string",
+			"$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 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();
+						if ( prop.mSemantic == aiTextureType_NORMALS )
+							mat.normalMap = this.mProperties[ i ].dataAsMap();
+						if ( prop.mSemantic == aiTextureType_LIGHTMAP )
+							mat.lightMap = this.mProperties[ i ].dataAsMap();
+						if ( prop.mSemantic == aiTextureType_OPACITY )
+							mat.alphaMap = this.mProperties[ i ].dataAsMap();
+
+					}
+
+				}
+
+				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 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;
+
+			} else if ( 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 );
+
+			} else {
+
+				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 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 Matrix4();
+
+				for ( var i = 0; i < 4; ++ i ) {
+
+					for ( var i2 = 0; i2 < 4; ++ i2 ) {
+
+						m.elements[ i * 4 + i2 ] = this.elements[ i2 ][ i ];
+
+					}
+
+				}
+
+				return m;
+
+			};
+
+		}
+
+		var littleEndian = true;
+
+		function readFloat( dataview ) {
+
+			var val = dataview.getFloat32( dataview.readOffset, littleEndian );
+			dataview.readOffset += 4;
+			return val;
+
+		}
+
+		function Read_double( dataview ) {
+
+			var val = dataview.getFloat64( dataview.readOffset, littleEndian );
+			dataview.readOffset += 8;
+			return val;
+
+		}
+
+		function Read_uint8_t( dataview ) {
+
+			var val = dataview.getUint8( dataview.readOffset );
+			dataview.readOffset += 1;
+			return val;
+
+		}
+
+		function Read_uint16_t( dataview ) {
+
+			var val = dataview.getUint16( dataview.readOffset, littleEndian );
+			dataview.readOffset += 2;
+			return val;
+
+		}
+
+		function Read_unsigned_int( dataview ) {
+
+			var val = dataview.getUint32( dataview.readOffset, littleEndian );
+			dataview.readOffset += 4;
+			return val;
+
+		}
+
+		function Read_uint32_t( dataview ) {
+
+			var val = dataview.getUint32( dataview.readOffset, littleEndian );
+			dataview.readOffset += 4;
+			return val;
+
+		}
+
+		function Read_aiVector3D( stream ) {
+
+			var v = new aiVector3D();
+			v.x = readFloat( stream );
+			v.y = readFloat( stream );
+			v.z = readFloat( stream );
+			return v;
+
+		}
+
+		function Read_aiVector2D( stream ) {
+
+			var v = new aiVector2D();
+			v.x = readFloat( stream );
+			v.y = readFloat( stream );
+			return v;
+
+		}
+
+		function Read_aiVector4D( stream ) {
+
+			var v = new aiVector4D();
+			v.w = readFloat( stream );
+			v.x = readFloat( stream );
+			v.y = readFloat( stream );
+			v.z = readFloat( stream );
+			return v;
+
+		}
+
+		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;
+
+		}
+
+		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 Read_aiString( stream ) {
+
+			var s = new aiString();
+			var stringlengthbytes = Read_unsigned_int( stream );
+			stream.ReadBytes( s.data, 1, stringlengthbytes );
+			return s.toString();
+
+		}
+
+		function Read_aiVertexWeight( stream ) {
+
+			var w = new aiVertexWeight();
+			w.mVertexId = Read_unsigned_int( stream );
+			w.mWeight = readFloat( stream );
+			return w;
+
+		}
+
+		function Read_aiMatrix4x4( stream ) {
+
+			var m = new aiMatrix4();
+
+			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;
+
+		}
+
+		function Read_aiQuatKey( stream ) {
+
+			var v = new aiQuatKey();
+			v.mTime = Read_double( stream );
+			v.mValue = Read_aiQuaternion( stream );
+			return v;
+
+		}
+
+		function ReadArray( stream, data, size ) {
+
+			for ( var i = 0; i < size; i ++ ) data[ i ] = Read( stream );
+
+		}
+
+		function ReadArray_aiVector2D( stream, data, size ) {
+
+			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector2D( stream );
+
+		}
+
+		function ReadArray_aiVector3D( stream, data, size ) {
+
+			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector3D( stream );
+
+		}
+
+		function ReadArray_aiVector4D( stream, data, size ) {
+
+			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector4D( stream );
+
+		}
+
+		function ReadArray_aiVertexWeight( stream, data, size ) {
+
+			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( stream );
+
+		}
+
+		function ReadArray_aiColor4D( stream, data, size ) {
+
+			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiColor4D( stream );
+
+		}
+
+		function ReadArray_aiVectorKey( stream, data, size ) {
+
+			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVectorKey( stream );
+
+		}
+
+		function ReadArray_aiQuatKey( stream, data, size ) {
+
+			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiQuatKey( stream );
+
+		}
+
+		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 );
+
+		}
+
+		function ai_assert( bool ) {
+
+			if ( ! bool )
+				throw ( "asset failed" );
+
+		}
+
+		function ReadBinaryNode( stream, parent, depth ) {
+
+			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 ) {
+
+				node.mMeshes = [];
+
+				for ( var i = 0; i < node.mNumMeshes; ++ i ) {
+
+					node.mMeshes[ i ] = Read_unsigned_int( stream );
+
+				}
+
+			}
+
+			if ( node.mNumChildren ) {
+
+				node.mChildren = [];
+
+				for ( var i = 0; i < node.mNumChildren; ++ i ) {
+
+					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 {
+
+				// else write as usual
+
+				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 ( 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 );
+
+				}
+
+			}
+
+			if ( c & ASSBIN_MESH_HAS_NORMALS ) {
+
+				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 );
+
+				}
+
+			}
+
+			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
+
+					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 ) {
+
+				if ( ! ( c & ASSBIN_MESH_HAS_COLOR( n ) ) ) break;
+
+				if ( shortened ) {
+
+					ReadBounds( stream, mesh.mColors[ n ], mesh.mNumVertices );
+
+				} else {
+
+					// else write as usual
+
+					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 ) {
+
+					ReadBounds( stream, mesh.mTextureCoords[ n ], mesh.mNumVertices );
+
+				} else {
+
+					// else write as usual
+
+					mesh.mTextureCoords[ n ] = [];
+					//note that assbin always writes 3d texcoords
+					mesh.mTexCoordsBuffers[ n ] = [];
+
+					for ( var uv = 0; uv < mesh.mNumVertices; uv ++ ) {
+
+						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 ) {
+
+				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 ) {
+
+					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 ) {
+
+						if ( mesh.mNumVertices < ( 1 << 16 ) ) {
+
+							f.mIndices[ a ] = Read_uint16_t( stream );
+
+						} else {
+
+							f.mIndices[ a ] = Read_unsigned_int( stream );
+
+						}
+
+
+
+					}
+
+					if ( f.mNumIndices === 3 ) {
+
+						mesh.mIndexArray.push( f.mIndices[ 0 ] );
+						mesh.mIndexArray.push( f.mIndices[ 1 ] );
+						mesh.mIndexArray.push( f.mIndices[ 2 ] );
+
+					} else if ( f.mNumIndices === 4 ) {
+
+						mesh.mIndexArray.push( f.mIndices[ 0 ] );
+						mesh.mIndexArray.push( f.mIndices[ 1 ] );
+						mesh.mIndexArray.push( f.mIndices[ 2 ] );
+						mesh.mIndexArray.push( f.mIndices[ 2 ] );
+						mesh.mIndexArray.push( f.mIndices[ 3 ] );
+						mesh.mIndexArray.push( f.mIndices[ 0 ] );
+
+					} else {
+
+						throw ( new Error( "Sorry, can't currently triangulate polys. Use the triangulate preprocessor in Assimp." ) );
+
+					}
+
+
+
+				}
+
+			}
+			// write bones
+			if ( mesh.mNumBones ) {
+
+				mesh.mBones = [];
+
+				for ( var a = 0; a < mesh.mNumBones; ++ a ) {
+
+					mesh.mBones[ a ] = new aiBone();
+					ReadBinaryBone( stream, mesh.mBones[ a ] );
+
+				}
+
+			}
+
+		}
+
+		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 );
+
+		}
+
+		// -----------------------------------------------------------------------------------
+
+		function ReadBinaryMaterial( stream, mat ) {
+
+			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 ) {
+
+				if ( mat.mProperties ) {
+
+					delete mat.mProperties;
+
+				}
+
+				mat.mProperties = [];
+
+				for ( var i = 0; i < mat.mNumProperties; ++ i ) {
+
+					mat.mProperties[ i ] = new aiMaterialProperty();
+					ReadBinaryMaterialProperty( stream, mat.mProperties[ i ] );
+
+				}
+
+			}
+
+		}
+		// -----------------------------------------------------------------------------------
+		function ReadBinaryNodeAnim( stream, nd ) {
+
+			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 ) {
+
+				if ( shortened ) {
+
+					ReadBounds( stream, nd.mPositionKeys, nd.mNumPositionKeys );
+
+				} else {
+
+					// else write as usual
+
+					nd.mPositionKeys = [];
+					ReadArray_aiVectorKey( stream, nd.mPositionKeys, nd.mNumPositionKeys );
+
+				}
+
+			}
+
+			if ( nd.mNumRotationKeys ) {
+
+				if ( shortened ) {
+
+					ReadBounds( stream, nd.mRotationKeys, nd.mNumRotationKeys );
+
+				} else {
+
+		 			// else write as usual
+
+					nd.mRotationKeys = [];
+					ReadArray_aiQuatKey( stream, nd.mRotationKeys, nd.mNumRotationKeys );
+
+				}
+
+			}
+
+			if ( nd.mNumScalingKeys ) {
+
+				if ( shortened ) {
+
+					ReadBounds( stream, nd.mScalingKeys, nd.mNumScalingKeys );
+
+				} else {
+
+	 				// else write as usual
+
+					nd.mScalingKeys = [];
+					ReadArray_aiVectorKey( stream, nd.mScalingKeys, nd.mNumScalingKeys );
+
+				}
+
+			}
+
+		}
+		// -----------------------------------------------------------------------------------
+		function ReadBinaryAnim( stream, anim ) {
+
+			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 ) {
+
+				anim.mChannels = [];
+
+				for ( var a = 0; a < anim.mNumChannels; ++ a ) {
+
+					anim.mChannels[ a ] = new aiNodeAnim();
+					ReadBinaryNodeAnim( stream, anim.mChannels[ a ] );
+
+				}
+
+			}
+
+		}
+
+		function ReadBinaryTexture( stream, tex ) {
+
+			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 ) {
+
+				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 );
+
+				}
+
+			}
+
+		}
+		// -----------------------------------------------------------------------------------
+		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 ) {
+
+					scene.mMaterials[ i ] = new aiMaterial();
+					ReadBinaryMaterial( stream, scene.mMaterials[ i ] );
+
+				}
+
+			}
+			// 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 ] );
+
+				}
+
+			}
+			// Read all textures
+			if ( scene.mNumTextures ) {
+
+				scene.mTextures = [];
+
+				for ( var i = 0; i < scene.mNumTextures; ++ i ) {
+
+					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 ) {
+
+					scene.mLights[ i ] = new aiLight();
+					ReadBinaryLight( stream, scene.mLights[ i ] );
+
+				}
+
+			}
+			// Read cameras
+			if ( scene.mNumCameras ) {
+
+				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 extendStream( stream ) {
+
+			stream.readOffset = 0;
+			stream.Seek = function ( off, ori ) {
+
+				if ( ori == aiOrigin_CUR ) {
+
+					stream.readOffset += off;
+
+				}
+				if ( ori == aiOrigin_BEG ) {
+
+					stream.readOffset = off;
+
+				}
+
+			};
+
+			stream.ReadBytes = function ( buff, size, n ) {
+
+				var bytes = size * n;
+				for ( var i = 0; i < bytes; i ++ )
+					buff[ i ] = Read_uint8_t( this );
+
+			};
+
+			stream.subArray32 = function ( start, end ) {
+
+				var buff = this.buffer;
+				var newbuff = buff.slice( start, end );
+				return new Float32Array( newbuff );
+
+			};
+
+			stream.subArrayUint16 = function ( start, end ) {
+
+				var buff = this.buffer;
+				var newbuff = buff.slice( start, end );
+				return new Uint16Array( newbuff );
+
+			};
+
+			stream.subArrayUint8 = function ( start, end ) {
+
+				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 );
+
+			};
+
+		}
+
+		var shortened, compressed;
+
+		function InternReadFile( pFiledata ) {
+
+			var pScene = new aiScene();
+			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();
+
+			}
+
+		}
+
+		return InternReadFile( buffer );
+
+	}
+
+};
+
+export { AssimpLoader };

+ 1 - 0
utils/modularize.js

@@ -32,6 +32,7 @@ var files = [
 	{ path: 'exporters/STLExporter.js', dependencies: [], ignoreList: [] },
 	{ path: 'exporters/STLExporter.js', dependencies: [], ignoreList: [] },
 	{ path: 'exporters/TypedGeometryExporter.js', dependencies: [], ignoreList: [] },
 	{ path: 'exporters/TypedGeometryExporter.js', dependencies: [], ignoreList: [] },
 
 
+	{ path: 'loaders/AssimpLoader.js', dependencies: [], ignoreList: [] },
 	{ path: 'loaders/BabylonLoader.js', dependencies: [], ignoreList: [] },
 	{ path: 'loaders/BabylonLoader.js', dependencies: [], ignoreList: [] },
 	{ path: 'loaders/BVHLoader.js', dependencies: [], ignoreList: [ 'Bones' ] },
 	{ path: 'loaders/BVHLoader.js', dependencies: [], ignoreList: [ 'Bones' ] },
 	{ path: 'loaders/ColladaLoader.js', dependencies: [ { name: 'TGALoader', path: 'loaders/TGALoader.js' } ], ignoreList: [] },
 	{ path: 'loaders/ColladaLoader.js', dependencies: [ { name: 'TGALoader', path: 'loaders/TGALoader.js' } ], ignoreList: [] },