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Examples: Remove AssimpLoader. (#21459)

* Examples: Remove AssimpLoader.

* Examples: Remove screenshot.

* Examples: Remove assimp asset.
Michael Herzog 4 lat temu
rodzic
commit
7328f1da0c

+ 0 - 1
examples/files.json

@@ -75,7 +75,6 @@
 		"webgl_loader_3mf",
 		"webgl_loader_3mf_materials",
 		"webgl_loader_amf",
-		"webgl_loader_assimp",
 		"webgl_loader_bvh",
 		"webgl_loader_collada",
 		"webgl_loader_collada_kinematics",

+ 0 - 2285
examples/js/loaders/AssimpLoader.js

@@ -1,2285 +0,0 @@
-THREE.AssimpLoader = function ( manager ) {
-
-	THREE.Loader.call( this, manager );
-
-};
-
-THREE.AssimpLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
-
-	constructor: THREE.AssimpLoader,
-
-	load: function ( url, onLoad, onProgress, onError ) {
-
-		var scope = this;
-
-		var path = ( scope.path === '' ) ? THREE.LoaderUtils.extractUrlBase( url ) : scope.path;
-
-		var loader = new THREE.FileLoader( scope.manager );
-		loader.setPath( scope.path );
-		loader.setResponseType( 'arraybuffer' );
-		loader.setRequestHeader( scope.requestHeader );
-		loader.setWithCredentials( scope.withCredentials );
-
-		loader.load( url, function ( buffer ) {
-
-			try {
-
-				onLoad( scope.parse( buffer, path ) );
-
-			} catch ( e ) {
-
-				if ( onError ) {
-
-					onError( e );
-
-				} else {
-
-					console.error( e );
-
-				}
-
-				scope.manager.itemError( url );
-
-			}
-
-		}, onProgress, onError );
-
-	},
-
-	parse: function ( buffer, path ) {
-
-		var textureLoader = new THREE.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 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 );
-				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 ) {
-
-				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 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.setAttribute( 'position', new THREE.BufferAttribute( this.mVertexBuffer, 3 ) );
-				if ( this.mNormalBuffer && this.mNormalBuffer.length > 0 )
-					geometry.setAttribute( 'normal', new THREE.BufferAttribute( this.mNormalBuffer, 3 ) );
-				if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
-					geometry.setAttribute( 'color', new THREE.BufferAttribute( this.mColorBuffer, 4 ) );
-				if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
-					geometry.setAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
-				if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ].length > 0 )
-					geometry.setAttribute( 'uv1', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
-				if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
-					geometry.setAttribute( 'tangents', new THREE.BufferAttribute( this.mTangentBuffer, 3 ) );
-				if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
-					geometry.setAttribute( '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.setAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
-					geometry.setAttribute( '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 );
-					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 THREE.Vector3( this.x, this.y, this.z );
-
-			};
-
-		}
-
-		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 );
-
-			};
-
-		}
-
-		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 () {
-
-				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 () {
-
-				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();
-						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 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;
-
-			} 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 ) {
-
-				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.versionMajor = 0;
-			this.versionMinor = 0;
-			this.versionRevision = 0;
-			this.compileFlags = 0;
-			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 );
-
-				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 ) {
-
-					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_aiColor3D( stream ) {
-
-			var c = new aiColor3D();
-			c.r = readFloat( stream );
-			c.g = readFloat( stream );
-			c.b = 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_aiVertexWeight( stream, data, size ) {
-
-			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( 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 ); // eslint-disable-line no-undef
-
-		}
-
-		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 = [];
-				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 =*/
-			pScene.versionMajor = Read_unsigned_int( stream );
-			/*unsigned int versionMinor =*/
-			pScene.versionMinor = Read_unsigned_int( stream );
-			/*unsigned int versionRevision =*/
-			pScene.versionRevision = Read_unsigned_int( stream );
-			/*unsigned int compileFlags =*/
-			pScene.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 ); // eslint-disable-line no-undef
-				var buff = new ArrayBuffer( uncompressedData );
-				ReadBinaryScene( buff, pScene );
-
-			} else {
-
-				ReadBinaryScene( stream, pScene );
-
-			}
-
-			return pScene.toTHREE();
-
-		}
-
-		return InternReadFile( buffer );
-
-	}
-
-} );

+ 0 - 2307
examples/jsm/loaders/AssimpLoader.js

@@ -1,2307 +0,0 @@
-import {
-	Bone,
-	BufferAttribute,
-	BufferGeometry,
-	Color,
-	FileLoader,
-	Loader,
-	LoaderUtils,
-	Matrix4,
-	Mesh,
-	MeshLambertMaterial,
-	MeshPhongMaterial,
-	Object3D,
-	Quaternion,
-	Skeleton,
-	SkinnedMesh,
-	TextureLoader,
-	Vector3
-} from '../../../build/three.module.js';
-
-var AssimpLoader = function ( manager ) {
-
-	Loader.call( this, manager );
-
-};
-
-AssimpLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
-
-	constructor: AssimpLoader,
-
-	load: function ( url, onLoad, onProgress, onError ) {
-
-		var scope = this;
-
-		var path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
-
-		var loader = new FileLoader( scope.manager );
-		loader.setPath( scope.path );
-		loader.setResponseType( 'arraybuffer' );
-		loader.setRequestHeader( scope.requestHeader );
-		loader.setWithCredentials( scope.withCredentials );
-
-		loader.load( url, function ( buffer ) {
-
-			try {
-
-				onLoad( scope.parse( buffer, path ) );
-
-			} catch ( e ) {
-
-				if ( onError ) {
-
-					onError( e );
-
-				} else {
-
-					console.error( e );
-
-				}
-
-				scope.manager.itemError( url );
-
-			}
-
-		}, onProgress, onError );
-
-	},
-
-	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 );
-				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 ) {
-
-				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 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.setAttribute( 'position', new BufferAttribute( this.mVertexBuffer, 3 ) );
-				if ( this.mNormalBuffer && this.mNormalBuffer.length > 0 )
-					geometry.setAttribute( 'normal', new BufferAttribute( this.mNormalBuffer, 3 ) );
-				if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
-					geometry.setAttribute( 'color', new BufferAttribute( this.mColorBuffer, 4 ) );
-				if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
-					geometry.setAttribute( 'uv', new BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
-				if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ].length > 0 )
-					geometry.setAttribute( 'uv1', new BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
-				if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
-					geometry.setAttribute( 'tangents', new BufferAttribute( this.mTangentBuffer, 3 ) );
-				if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
-					geometry.setAttribute( '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.setAttribute( 'skinWeight', new BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
-					geometry.setAttribute( '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 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 );
-
-			};
-
-		}
-
-		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 () {
-
-				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 ) {
-
-				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.versionMajor = 0;
-			this.versionMinor = 0;
-			this.versionRevision = 0;
-			this.compileFlags = 0;
-			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 );
-
-				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_aiColor3D( stream ) {
-
-			var c = new aiColor3D();
-			c.r = readFloat( stream );
-			c.g = readFloat( stream );
-			c.b = 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_aiVertexWeight( stream, data, size ) {
-
-			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( 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 ); // eslint-disable-line no-undef
-
-		}
-
-		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 = [];
-				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 =*/
-			pScene.versionMajor = Read_unsigned_int( stream );
-			/*unsigned int versionMinor =*/
-			pScene.versionMinor = Read_unsigned_int( stream );
-			/*unsigned int versionRevision =*/
-			pScene.versionRevision = Read_unsigned_int( stream );
-			/*unsigned int compileFlags =*/
-			pScene.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 ); // eslint-disable-line no-undef
-				var buff = new ArrayBuffer( uncompressedData );
-				ReadBinaryScene( buff, pScene );
-
-			} else {
-
-				ReadBinaryScene( stream, pScene );
-
-			}
-
-			return pScene.toTHREE();
-
-		}
-
-		return InternReadFile( buffer );
-
-	}
-
-} );
-
-export { AssimpLoader };

BIN
examples/models/assimp/octaminator/1.png


BIN
examples/models/assimp/octaminator/1C.png


BIN
examples/models/assimp/octaminator/Octaminator.assimp


BIN
examples/models/assimp/octaminator/Octaminator_lowpoly_final.fbx


BIN
examples/screenshots/webgl_loader_assimp.jpg


+ 0 - 103
examples/webgl_loader_assimp.html

@@ -1,103 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-<head>
-		<title>three.js webgl - Assimp</title>
-		<meta charset="utf-8">
-		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-		<link type="text/css" rel="stylesheet" href="main.css">
-</head>
-
-<body>
-		<div id="container"></div>
-		<div id="info">
-			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a>
-			<a href="https://github.com/Virtulous" target="_blank" rel="noopener">Assimp File format</a>
-			<div>Assimp loader by <a href="https://virtulo.us" target="_blank" rel="noopener">Virtulous</a></div>
-			<div>Octaminator model from <a href="http://opengameart.org/content/octaminator-engine-ready" target="_blank" rel="noopener">Teh_Bucket and raymoohawk</a></div>
-		</div>
-
-		<script type="module">
-
-			import * as THREE from '../build/three.module.js';
-
-			import Stats from './jsm/libs/stats.module.js';
-
-			import { OrbitControls } from './jsm/controls/OrbitControls.js';
-			import { AssimpLoader } from './jsm/loaders/AssimpLoader.js';
-
-			let container, stats;
-			let camera, scene, renderer;
-			let animation;
-
-			init();
-
-			function init() {
-
-				container = document.getElementById( 'container' );
-				camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 1, 10000 );
-				camera.position.set( 600, 1150, 5 );
-				camera.up.set( 0, 0, 1 );
-				camera.lookAt( - 100, 0, 0 );
-
-				scene = new THREE.Scene();
-
-				const ambient = new THREE.HemisphereLight( 0x8888fff, 0xff8888, 0.5 );
-				ambient.position.set( 0, 1, 0 );
-				scene.add( ambient );
-
-				const light = new THREE.DirectionalLight( 0xffffff, 1 );
-				light.position.set( 0, 4, 4 ).normalize();
-				scene.add( light );
-
-				renderer = new THREE.WebGLRenderer( { antialias: true } );
-				renderer.setPixelRatio( window.devicePixelRatio );
-				renderer.setSize( window.innerWidth, window.innerHeight );
-				container.appendChild( renderer.domElement );
-
-				const controls = new OrbitControls( camera, renderer.domElement );
-				controls.minDistance = 750;
-				controls.maxDistance = 2500;
-
-				stats = new Stats();
-				container.appendChild( stats.dom );
-
-				const loader = new AssimpLoader();
-				loader.load( './models/assimp/octaminator/Octaminator.assimp', function ( result ) {
-
-					const object = result.object;
-
-					object.position.y = - 100;
-					object.rotation.x = Math.PI / 2;
-					scene.add( object );
-
-					animation = result.animation;
-
-				} );
-
-				window.addEventListener( 'resize', onWindowResize );
-				animate();
-
-			}
-
-			function onWindowResize() {
-
-				camera.aspect = window.innerWidth / window.innerHeight;
-				camera.updateProjectionMatrix();
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-			}
-
-			function animate() {
-
-				requestAnimationFrame( animate, renderer.domElement );
-				renderer.render( scene, camera );
-
-				if ( animation ) animation.setTime( performance.now() / 1000 );
-
-				stats.update();
-
-			}
-		</script>
-</body>
-
-</html>

+ 0 - 1
utils/modularize.js

@@ -65,7 +65,6 @@ var files = [
 
 	{ path: 'loaders/3MFLoader.js', dependencies: [ { name: 'fflate', path: 'libs/fflate.module.min.js', importAll: true } ], ignoreList: [] },
 	{ path: 'loaders/AMFLoader.js', dependencies: [ { name: 'fflate', path: 'libs/fflate.module.min.js', importAll: true } ], ignoreList: [] },
-	{ path: 'loaders/AssimpLoader.js', dependencies: [], ignoreList: [] },
 	{ path: 'loaders/BasisTextureLoader.js', dependencies: [], ignoreList: [] },
 	{ path: 'loaders/BVHLoader.js', dependencies: [], ignoreList: [ 'Bones' ] },
 	{ path: 'loaders/ColladaLoader.js', dependencies: [ { name: 'TGALoader', path: 'loaders/TGALoader.js' } ], ignoreList: [] },