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Replaced FBXLoader with FBXLoader2.

Mr.doob 8 年之前
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f7f501d28d

+ 1 - 2
docs/manual/introduction/Animation-system.html

@@ -94,7 +94,7 @@
 		<div class="desc">
 
 			If you want a group of objects to receive a shared animation state, you can use an
-			[page:AnimationObjectGroup]. 
+			[page:AnimationObjectGroup].
 
 		</div>
 
@@ -111,7 +111,6 @@
 				<li>[page:ObjectLoader THREE.ObjectLoader]</li>
 				<li>THREE.BVHLoader</li>
 				<li>THREE.FBXLoader</li>
-				<li>THREE.FBXLoader2</li>
 				<li>[page:GLTF2Loader THREE.GLTF2Loader]</li>
 				<li>THREE.MMDLoader</li>
 				<li>THREE.SEA3DLoader</li>

+ 1 - 1
editor/index.html

@@ -20,7 +20,7 @@
 		<script src="../examples/js/loaders/AWDLoader.js"></script>
 		<script src="../examples/js/loaders/BabylonLoader.js"></script>
 		<script src="../examples/js/loaders/ColladaLoader2.js"></script>
-		<script src="../examples/js/loaders/FBXLoader2.js"></script>
+		<script src="../examples/js/loaders/FBXLoader.js"></script>
 		<script src="../examples/js/loaders/GLTFLoader.js"></script>
 		<script src="../examples/js/loaders/KMZLoader.js"></script>
 		<script src="../examples/js/loaders/MD2Loader.js"></script>

+ 1 - 1
editor/js/Loader.js

@@ -151,7 +151,7 @@ var Loader = function ( editor ) {
 					editor.execute( new AddObjectCommand( object ) );
 
 				}, false );
-				reader.readAsText( file );
+				reader.readAsArrayBuffer( file );
 
 				break;
 

File diff suppressed because it is too large
+ 489 - 392
examples/js/loaders/FBXLoader.js


+ 0 - 5016
examples/js/loaders/FBXLoader2.js

@@ -1,5016 +0,0 @@
-/**
- * @author Kyle-Larson https://github.com/Kyle-Larson
- * @author Takahiro https://github.com/takahirox
- *
- * Loader loads FBX file and generates Group representing FBX scene.
- * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
- *
- * Supports:
- * 	Mesh Generation (Positional Data)
- * 	Normal Data (Per Vertex Drawing Instance)
- *  UV Data (Per Vertex Drawing Instance)
- *  Skinning
- *  Animation
- * 	- Separated Animations based on stacks.
- * 	- Skeletal & Non-Skeletal Animations
- *  NURBS (Open, Closed and Periodic forms)
- *
- * Needs Support:
- * 	Indexed Buffers
- * 	PreRotation support.
- */
-
-( function () {
-
-	/**
-	 * Generates a loader for loading FBX files from URL and parsing into
-	 * a THREE.Group.
-	 * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
-	 */
-	THREE.FBXLoader = function ( manager ) {
-
-		this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-	};
-
-	Object.assign( THREE.FBXLoader.prototype, {
-
-		/**
-		 * Loads an ASCII/Binary FBX file from URL and parses into a THREE.Group.
-		 * THREE.Group will have an animations property of AnimationClips
-		 * of the different animations exported with the FBX.
-		 * @param {string} url - URL of the FBX file.
-		 * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
-		 * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
-		 * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
-		 */
-		load: function ( url, onLoad, onProgress, onError ) {
-
-			var self = this;
-
-			var resourceDirectory = url.split( /[\\\/]/ );
-			resourceDirectory.pop();
-			resourceDirectory = resourceDirectory.join( '/' ) + '/';
-
-			var loader = new THREE.FileLoader( this.manager );
-			loader.setResponseType( 'arraybuffer' );
-			loader.load( url, function ( buffer ) {
-
-				try {
-
-					var scene = self.parse( buffer, resourceDirectory );
-
-					onLoad( scene );
-
-				} catch ( error ) {
-
-					window.setTimeout( function () {
-
-						if ( onError ) onError( error );
-
-						self.manager.itemError( url );
-
-					}, 0 );
-
-				}
-
-			}, onProgress, onError );
-
-		},
-
-		/**
-		 * Parses an ASCII/Binary FBX file and returns a THREE.Group.
-		 * THREE.Group will have an animations property of AnimationClips
-		 * of the different animations within the FBX file.
-		 * @param {ArrayBuffer} FBXBuffer - Contents of FBX file to parse.
-		 * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
-		 * @returns {THREE.Group}
-		 */
-		parse: function ( FBXBuffer, resourceDirectory ) {
-
-			var FBXTree;
-
-			if ( isFbxFormatBinary( FBXBuffer ) ) {
-
-				FBXTree = new BinaryParser().parse( FBXBuffer );
-
-			} else {
-
-				var FBXText = convertArrayBufferToString( FBXBuffer );
-
-				if ( ! isFbxFormatASCII( FBXText ) ) {
-
-					throw new Error( 'FBXLoader: Unknown format.' );
-					self.manager.itemError( url );
-					return;
-
-				}
-
-				if ( getFbxVersion( FBXText ) < 7000 ) {
-
-					throw new Error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( FBXText ) );
-					self.manager.itemError( url );
-					return;
-
-				}
-
-				FBXTree = new TextParser().parse( FBXText );
-
-			}
-
-			// console.log( FBXTree );
-
-			var connections = parseConnections( FBXTree );
-			var images = parseImages( FBXTree );
-			var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
-			var materials = parseMaterials( FBXTree, textures, connections );
-			var deformers = parseDeformers( FBXTree, connections );
-			var geometryMap = parseGeometries( FBXTree, connections, deformers );
-			var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
-
-			return sceneGraph;
-
-		}
-
-	} );
-
-	/**
-	 * Parses map of relationships between objects.
-	 * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
-	 * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
-	 */
-	function parseConnections( FBXTree ) {
-
-		/**
-		 * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
-		 */
-		var connectionMap = new Map();
-
-		if ( 'Connections' in FBXTree ) {
-
-			/**
-			 * @type {[number, number, string][]}
-			 */
-			var connectionArray = FBXTree.Connections.properties.connections;
-			for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
-
-				var connection = connectionArray[ connectionArrayIndex ];
-
-				if ( ! connectionMap.has( connection[ 0 ] ) ) {
-
-					connectionMap.set( connection[ 0 ], {
-						parents: [],
-						children: []
-					} );
-
-				}
-
-				var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
-				connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
-
-				if ( ! connectionMap.has( connection[ 1 ] ) ) {
-
-					connectionMap.set( connection[ 1 ], {
-						parents: [],
-						children: []
-					} );
-
-				}
-
-				var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
-				connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
-
-			}
-
-		}
-
-		return connectionMap;
-
-	}
-
-	/**
-	 * Parses map of images referenced in FBXTree.
-	 * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
-	 * @returns {Map<number, string(image blob URL)>}
-	 */
-	function parseImages( FBXTree ) {
-
-		/**
-		 * @type {Map<number, string(image blob URL)>}
-		 */
-		var imageMap = new Map();
-
-		if ( 'Video' in FBXTree.Objects.subNodes ) {
-
-			var videoNodes = FBXTree.Objects.subNodes.Video;
-
-			for ( var nodeID in videoNodes ) {
-
-				var videoNode = videoNodes[ nodeID ];
-
-				// raw image data is in videoNode.properties.Content
-				if ( 'Content' in videoNode.properties ) {
-
-					var image = parseImage( videoNodes[ nodeID ] );
-					imageMap.set( parseInt( nodeID ), image );
-
-				}
-
-			}
-
-		}
-
-		return imageMap;
-
-	}
-
-	/**
-	 * @param {videoNode} videoNode - Node to get texture image information from.
-	 * @returns {string} - image blob URL
-	 */
-	function parseImage( videoNode ) {
-
-		var buffer = videoNode.properties.Content;
-		var array = new Uint8Array( buffer );
-		var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
-		var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
-
-		var type;
-
-		switch ( extension ) {
-
-			case 'bmp':
-
-				type = 'image/bmp';
-				break;
-
-			case 'jpg':
-
-				type = 'image/jpeg';
-				break;
-
-			case 'png':
-
-				type = 'image/png';
-				break;
-
-			case 'tif':
-
-				type = 'image/tiff';
-				break;
-
-			default:
-
-				console.warn( 'FBXLoader: No support image type ' + extension );
-				return;
-
-		}
-
-		return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
-
-	}
-
-	/**
-	 * Parses map of textures referenced in FBXTree.
-	 * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
-	 * @param {THREE.TextureLoader} loader
-	 * @param {Map<number, string(image blob URL)>} imageMap
-	 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
-	 * @returns {Map<number, THREE.Texture>}
-	 */
-	function parseTextures( FBXTree, loader, imageMap, connections ) {
-
-		/**
-		 * @type {Map<number, THREE.Texture>}
-		 */
-		var textureMap = new Map();
-
-		if ( 'Texture' in FBXTree.Objects.subNodes ) {
-
-			var textureNodes = FBXTree.Objects.subNodes.Texture;
-			for ( var nodeID in textureNodes ) {
-
-				var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
-				textureMap.set( parseInt( nodeID ), texture );
-
-			}
-
-		}
-
-		return textureMap;
-
-	}
-
-	/**
-	 * @param {textureNode} textureNode - Node to get texture information from.
-	 * @param {THREE.TextureLoader} loader
-	 * @param {Map<number, string(image blob URL)>} imageMap
-	 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
-	 * @returns {THREE.Texture}
-	 */
-	function parseTexture( textureNode, loader, imageMap, connections ) {
-
-		var FBX_ID = textureNode.id;
-
-		var name = textureNode.name;
-
-		var fileName;
-
-		var filePath = textureNode.properties.FileName;
-		var relativeFilePath = textureNode.properties.RelativeFilename;
-
-		var children = connections.get( FBX_ID ).children;
-
-		if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
-
-			fileName = imageMap.get( children[ 0 ].ID );
-
-		} else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' &&
-				relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
-
-			// use textureNode.properties.RelativeFilename
-			// if it exists and it doesn't seem an absolute path
-
-			fileName = relativeFilePath;
-
-		} else {
-
-			var split = filePath.split( /[\\\/]/ );
-
-			if ( split.length > 0 ) {
-
-				fileName = split[ split.length - 1 ];
-
-			} else {
-
-				fileName = filePath;
-
-			}
-
-		}
-
-		var currentPath = loader.path;
-
-		if ( fileName.indexOf( 'blob:' ) === 0 ) {
-
-			loader.setPath( undefined );
-
-		}
-
-		/**
-		 * @type {THREE.Texture}
-		 */
-		var texture = loader.load( fileName );
-		texture.name = name;
-		texture.FBX_ID = FBX_ID;
-
-		loader.setPath( currentPath );
-
-		return texture;
-
-	}
-
-	/**
-	 * Parses map of Material information.
-	 * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
-	 * @param {Map<number, THREE.Texture>} textureMap
-	 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
-	 * @returns {Map<number, THREE.Material>}
-	 */
-	function parseMaterials( FBXTree, textureMap, connections ) {
-
-		var materialMap = new Map();
-
-		if ( 'Material' in FBXTree.Objects.subNodes ) {
-
-			var materialNodes = FBXTree.Objects.subNodes.Material;
-			for ( var nodeID in materialNodes ) {
-
-				var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
-				materialMap.set( parseInt( nodeID ), material );
-
-			}
-
-		}
-
-		return materialMap;
-
-	}
-
-	/**
-	 * Takes information from Material node and returns a generated THREE.Material
-	 * @param {FBXMaterialNode} materialNode
-	 * @param {Map<number, THREE.Texture>} textureMap
-	 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
-	 * @returns {THREE.Material}
-	 */
-	function parseMaterial( materialNode, textureMap, connections ) {
-
-		var FBX_ID = materialNode.id;
-		var name = materialNode.attrName;
-		var type = materialNode.properties.ShadingModel;
-
-		//Case where FBXs wrap shading model in property object.
-		if ( typeof type === 'object' ) {
-
-			type = type.value;
-
-		}
-
-		var children = connections.get( FBX_ID ).children;
-
-		var parameters = parseParameters( materialNode.properties, textureMap, children );
-
-		var material;
-
-		switch ( type ) {
-
-			case 'phong':
-				material = new THREE.MeshPhongMaterial();
-				break;
-			case 'lambert':
-				material = new THREE.MeshLambertMaterial();
-				break;
-			default:
-				console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js.  Defaulting to basic material' );
-				material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
-				break;
-
-		}
-
-		material.setValues( parameters );
-		material.name = name;
-
-		return material;
-
-	}
-
-	/**
-	 * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
-	 */
-	/**
-	 * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
-	 */
-	/**
-	 * @param {FBXMaterialProperties} properties
-	 * @param {Map<number, THREE.Texture>} textureMap
-	 * @param {{ID: number, relationship: string}[]} childrenRelationships
-	 * @returns {THREEMaterialParameterPack}
-	 */
-	function parseParameters( properties, textureMap, childrenRelationships ) {
-
-		var parameters = {};
-
-		if ( properties.Diffuse ) {
-
-			parameters.color = parseColor( properties.Diffuse );
-
-		}
-		if ( properties.Specular ) {
-
-			parameters.specular = parseColor( properties.Specular );
-
-		}
-		if ( properties.Shininess ) {
-
-			parameters.shininess = properties.Shininess.value;
-
-		}
-		if ( properties.Emissive ) {
-
-			parameters.emissive = parseColor( properties.Emissive );
-
-		}
-		if ( properties.EmissiveFactor ) {
-
-			parameters.emissiveIntensity = properties.EmissiveFactor.value;
-
-		}
-		if ( properties.Opacity ) {
-
-			parameters.opacity = properties.Opacity.value;
-
-		}
-		if ( parameters.opacity < 1.0 ) {
-
-			parameters.transparent = true;
-
-		}
-
-		for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
-
-			var relationship = childrenRelationships[ childrenRelationshipsIndex ];
-
-			var type = relationship.relationship;
-
-			switch ( type ) {
-
-				case "DiffuseColor":
-				case " \"DiffuseColor":
-					parameters.map = textureMap.get( relationship.ID );
-					break;
-
-				case " \"AmbientColor":
-				case " \"Bump":
-				case " \"EmissiveColor":
-				case "AmbientColor":
-				case "Bump":
-				case "EmissiveColor":
-				default:
-					console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
-					break;
-
-			}
-
-		}
-
-		return parameters;
-
-	}
-
-	/**
-	 * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
-	 * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
-	 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
-	 * @returns {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>}
-	 */
-	function parseDeformers( FBXTree, connections ) {
-
-		var deformers = {};
-
-		if ( 'Deformer' in FBXTree.Objects.subNodes ) {
-
-			var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
-
-			for ( var nodeID in DeformerNodes ) {
-
-				var deformerNode = DeformerNodes[ nodeID ];
-
-				if ( deformerNode.attrType === 'Skin' ) {
-
-					var conns = connections.get( parseInt( nodeID ) );
-					var skeleton = parseSkeleton( conns, DeformerNodes );
-					skeleton.FBX_ID = parseInt( nodeID );
-
-					deformers[ nodeID ] = skeleton;
-
-				}
-
-			}
-
-		}
-
-		return deformers;
-
-	}
-
-	/**
-	 * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
-	 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
-	 * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
-	 * @returns {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}}
-	 */
-	function parseSkeleton( connections, DeformerNodes ) {
-
-		var subDeformers = {};
-		var children = connections.children;
-
-		for ( var i = 0, l = children.length; i < l; ++ i ) {
-
-			var child = children[ i ];
-
-			var subDeformerNode = DeformerNodes[ child.ID ];
-
-			var subDeformer = {
-				FBX_ID: child.ID,
-				index: i,
-				indices: [],
-				weights: [],
-				transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
-				transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
-				linkMode: subDeformerNode.properties.Mode
-			};
-
-			if ( 'Indexes' in subDeformerNode.subNodes ) {
-
-				subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
-				subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
-
-			}
-
-			subDeformers[ child.ID ] = subDeformer;
-
-		}
-
-		return {
-			map: subDeformers,
-			bones: []
-		};
-
-	}
-
-	/**
-	 * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
-	 * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
-	 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
-	 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers
-	 * @returns {Map<number, THREE.BufferGeometry>}
-	 */
-	function parseGeometries( FBXTree, connections, deformers ) {
-
-		var geometryMap = new Map();
-
-		if ( 'Geometry' in FBXTree.Objects.subNodes ) {
-
-			var geometryNodes = FBXTree.Objects.subNodes.Geometry;
-
-			for ( var nodeID in geometryNodes ) {
-
-				var relationships = connections.get( parseInt( nodeID ) );
-				var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
-				geometryMap.set( parseInt( nodeID ), geo );
-
-			}
-
-		}
-
-		return geometryMap;
-
-	}
-
-	/**
-	 * Generates BufferGeometry from FBXGeometryNode.
-	 * @param {FBXGeometryNode} geometryNode
-	 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
-	 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers
-	 * @returns {THREE.BufferGeometry}
-	 */
-	function parseGeometry( geometryNode, relationships, deformers ) {
-
-		switch ( geometryNode.attrType ) {
-
-			case 'Mesh':
-				return parseMeshGeometry( geometryNode, relationships, deformers );
-				break;
-
-			case 'NurbsCurve':
-				return parseNurbsGeometry( geometryNode );
-				break;
-
-		}
-
-	}
-
-	/**
-	 * Specialty function for parsing Mesh based Geometry Nodes.
-	 * @param {FBXGeometryNode} geometryNode
-	 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
-	 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers - Map object of deformers and subDeformers by ID.
-	 * @returns {THREE.BufferGeometry}
-	 */
-	function parseMeshGeometry( geometryNode, relationships, deformers ) {
-
-		for ( var i = 0; i < relationships.children.length; ++ i ) {
-
-			var deformer = deformers[ relationships.children[ i ].ID ];
-			if ( deformer !== undefined ) break;
-
-		}
-
-		return genGeometry( geometryNode, deformer );
-
-	}
-
-	/**
-	 * @param {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}} deformer - Skeleton representation for geometry instance.
-	 * @returns {THREE.BufferGeometry}
-	 */
-	function genGeometry( geometryNode, deformer ) {
-
-		var geometry = new Geometry();
-
-		var subNodes = geometryNode.subNodes;
-
-		// First, each index is going to be its own vertex.
-
-		var vertexBuffer = parseFloatArray( subNodes.Vertices.properties.a );
-		var indexBuffer = parseIntArray( subNodes.PolygonVertexIndex.properties.a );
-
-		if ( subNodes.LayerElementNormal ) {
-
-			var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
-
-		}
-
-		if ( subNodes.LayerElementUV ) {
-
-			var uvInfo = getUVs( subNodes.LayerElementUV[ 0 ] );
-
-		}
-
-		if ( subNodes.LayerElementColor ) {
-
-			var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
-
-		}
-
-		if ( subNodes.LayerElementMaterial ) {
-
-			var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
-
-		}
-
-		var faceVertexBuffer = [];
-		var polygonIndex = 0;
-
-		for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {
-
-			var vertexIndex = indexBuffer[ polygonVertexIndex ];
-
-			var endOfFace = false;
-
-			if ( vertexIndex < 0 ) {
-
-				vertexIndex = vertexIndex ^ - 1;
-				indexBuffer[ polygonVertexIndex ] = vertexIndex;
-				endOfFace = true;
-
-			}
-
-			var vertex = new Vertex();
-			var weightIndices = [];
-			var weights = [];
-
-			vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
-
-			if ( deformer ) {
-
-				var subDeformers = deformer.map;
-
-				for ( var key in subDeformers ) {
-
-					var subDeformer = subDeformers[ key ];
-					var indices = subDeformer.indices;
-
-					for ( var j = 0; j < indices.length; j ++ ) {
-
-						var index = indices[ j ];
-
-						if ( index === vertexIndex ) {
-
-							weights.push( subDeformer.weights[ j ] );
-							weightIndices.push( subDeformer.index );
-
-							break;
-
-						}
-
-					}
-
-				}
-
-				if ( weights.length > 4 ) {
-
-					console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex.  Deleting additional weights.' );
-
-					var WIndex = [ 0, 0, 0, 0 ];
-					var Weight = [ 0, 0, 0, 0 ];
-
-					weights.forEach( function ( weight, weightIndex ) {
-
-						var currentWeight = weight;
-						var currentIndex = weightIndices[ weightIndex ];
-
-						Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
-
-							if ( currentWeight > comparedWeight ) {
-
-								comparedWeightArray[ comparedWeightIndex ] = currentWeight;
-								currentWeight = comparedWeight;
-
-								var tmp = WIndex[ comparedWeightIndex ];
-								WIndex[ comparedWeightIndex ] = currentIndex;
-								currentIndex = tmp;
-
-							}
-
-						} );
-
-					} );
-
-					weightIndices = WIndex;
-					weights = Weight;
-
-				}
-
-				for ( var i = weights.length; i < 4; ++ i ) {
-
-					weights[ i ] = 0;
-					weightIndices[ i ] = 0;
-
-				}
-
-				vertex.skinWeights.fromArray( weights );
-				vertex.skinIndices.fromArray( weightIndices );
-
-			}
-
-			if ( normalInfo ) {
-
-				vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
-
-			}
-
-			if ( uvInfo ) {
-
-				vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
-
-			}
-
-			if ( colorInfo ) {
-
-				vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) );
-
-			}
-
-			faceVertexBuffer.push( vertex );
-
-			if ( endOfFace ) {
-
-				var face = new Face();
-				face.genTrianglesFromVertices( faceVertexBuffer );
-
-				if ( materialInfo !== undefined ) {
-
-					var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
-					face.materialIndex = materials[ 0 ];
-
-				} else {
-
-					// Seems like some models don't have materialInfo(subNodes.LayerElementMaterial).
-					// Set 0 in such a case.
-					face.materialIndex = 0;
-
-				}
-
-				geometry.faces.push( face );
-				faceVertexBuffer = [];
-				polygonIndex ++;
-
-				endOfFace = false;
-
-			}
-
-		}
-
-		/**
-		 * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
-		 */
-		var bufferInfo = geometry.flattenToBuffers();
-
-		var geo = new THREE.BufferGeometry();
-		geo.name = geometryNode.name;
-		geo.addAttribute( 'position', new THREE.Float32BufferAttribute( bufferInfo.vertexBuffer, 3 ) );
-
-		if ( bufferInfo.normalBuffer.length > 0 ) {
-
-			geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( bufferInfo.normalBuffer, 3 ) );
-
-		}
-		if ( bufferInfo.uvBuffer.length > 0 ) {
-
-			geo.addAttribute( 'uv', new THREE.Float32BufferAttribute( bufferInfo.uvBuffer, 2 ) );
-
-		}
-		if ( subNodes.LayerElementColor ) {
-
-			geo.addAttribute( 'color', new THREE.Float32BufferAttribute( bufferInfo.colorBuffer, 3 ) );
-
-		}
-
-		if ( deformer ) {
-
-			geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );
-
-			geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );
-
-			geo.FBX_Deformer = deformer;
-
-		}
-
-		// Convert the material indices of each vertex into rendering groups on the geometry.
-
-		var materialIndexBuffer = bufferInfo.materialIndexBuffer;
-		var prevMaterialIndex = materialIndexBuffer[ 0 ];
-		var startIndex = 0;
-
-		for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
-
-			if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
-
-				geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
-
-				prevMaterialIndex = materialIndexBuffer[ i ];
-				startIndex = i;
-
-			}
-
-		}
-
-		return geo;
-
-	}
-
-	/**
-	 * Parses normal information for geometry.
-	 * @param {FBXGeometryNode} geometryNode
-	 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
-	 */
-	function getNormals( NormalNode ) {
-
-		var mappingType = NormalNode.properties.MappingInformationType;
-		var referenceType = NormalNode.properties.ReferenceInformationType;
-		var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
-		var indexBuffer = [];
-		if ( referenceType === 'IndexToDirect' ) {
-
-			if ( 'NormalIndex' in NormalNode.subNodes ) {
-
-				indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
-
-			} else if ( 'NormalsIndex' in NormalNode.subNodes ) {
-
-				indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );
-
-			}
-
-		}
-
-		return {
-			dataSize: 3,
-			buffer: buffer,
-			indices: indexBuffer,
-			mappingType: mappingType,
-			referenceType: referenceType
-		};
-
-	}
-
-	/**
-	 * Parses UV information for geometry.
-	 * @param {FBXGeometryNode} geometryNode
-	 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
-	 */
-	function getUVs( UVNode ) {
-
-		var mappingType = UVNode.properties.MappingInformationType;
-		var referenceType = UVNode.properties.ReferenceInformationType;
-		var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
-		var indexBuffer = [];
-		if ( referenceType === 'IndexToDirect' ) {
-
-			indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
-
-		}
-
-		return {
-			dataSize: 2,
-			buffer: buffer,
-			indices: indexBuffer,
-			mappingType: mappingType,
-			referenceType: referenceType
-		};
-
-	}
-
-	/**
-	 * Parses Vertex Color information for geometry.
-	 * @param {FBXGeometryNode} geometryNode
-	 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
-	 */
-	function getColors( ColorNode ) {
-
-		var mappingType = ColorNode.properties.MappingInformationType;
-		var referenceType = ColorNode.properties.ReferenceInformationType;
-		var buffer = parseFloatArray( ColorNode.subNodes.Colors.properties.a );
-		var indexBuffer = [];
-		if ( referenceType === 'IndexToDirect' ) {
-
-			indexBuffer = parseFloatArray( ColorNode.subNodes.ColorIndex.properties.a );
-
-		}
-
-		return {
-			dataSize: 4,
-			buffer: buffer,
-			indices: indexBuffer,
-			mappingType: mappingType,
-			referenceType: referenceType
-		};
-
-	}
-
-	/**
-	 * Parses material application information for geometry.
-	 * @param {FBXGeometryNode}
-	 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
-	 */
-	function getMaterials( MaterialNode ) {
-
-		var mappingType = MaterialNode.properties.MappingInformationType;
-		var referenceType = MaterialNode.properties.ReferenceInformationType;
-
-		if ( mappingType === 'NoMappingInformation' ) {
-
-			return {
-				dataSize: 1,
-				buffer: [ 0 ],
-				indices: [ 0 ],
-				mappingType: 'AllSame',
-				referenceType: referenceType
-			};
-
-		}
-
-		var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
-
-		// Since materials are stored as indices, there's a bit of a mismatch between FBX and what
-		// we expect.  So we create an intermediate buffer that points to the index in the buffer,
-		// for conforming with the other functions we've written for other data.
-		var materialIndices = [];
-
-		for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
-
-			materialIndices.push( materialIndexBufferIndex );
-
-		}
-
-		return {
-			dataSize: 1,
-			buffer: materialIndexBuffer,
-			indices: materialIndices,
-			mappingType: mappingType,
-			referenceType: referenceType
-		};
-
-	}
-
-	/**
-	 * Function uses the infoObject and given indices to return value array of object.
-	 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
-	 * @param {number} polygonIndex - Index of polygon in geometry.
-	 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
-	 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
-	 * @returns {number[]}
-	 */
-
-	var dataArray = [];
-
-	var GetData = {
-
-		ByPolygonVertex: {
-
-			/**
-			 * Function uses the infoObject and given indices to return value array of object.
-			 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
-			 * @param {number} polygonIndex - Index of polygon in geometry.
-			 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
-			 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
-			 * @returns {number[]}
-			 */
-			Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
-
-				var from = ( polygonVertexIndex * infoObject.dataSize );
-				var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
-
-				// return infoObject.buffer.slice( from, to );
-				return slice( dataArray, infoObject.buffer, from, to );
-
-			},
-
-			/**
-			 * Function uses the infoObject and given indices to return value array of object.
-			 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
-			 * @param {number} polygonIndex - Index of polygon in geometry.
-			 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
-			 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
-			 * @returns {number[]}
-			 */
-			IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
-
-				var index = infoObject.indices[ polygonVertexIndex ];
-				var from = ( index * infoObject.dataSize );
-				var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
-
-				// return infoObject.buffer.slice( from, to );
-				return slice( dataArray, infoObject.buffer, from, to );
-
-			}
-
-		},
-
-		ByPolygon: {
-
-			/**
-			 * Function uses the infoObject and given indices to return value array of object.
-			 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
-			 * @param {number} polygonIndex - Index of polygon in geometry.
-			 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
-			 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
-			 * @returns {number[]}
-			 */
-			Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
-
-				var from = polygonIndex * infoObject.dataSize;
-				var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
-
-				// return infoObject.buffer.slice( from, to );
-				return slice( dataArray, infoObject.buffer, from, to );
-
-			},
-
-			/**
-			 * Function uses the infoObject and given indices to return value array of object.
-			 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
-			 * @param {number} polygonIndex - Index of polygon in geometry.
-			 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
-			 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
-			 * @returns {number[]}
-			 */
-			IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
-
-				var index = infoObject.indices[ polygonIndex ];
-				var from = index * infoObject.dataSize;
-				var to = index * infoObject.dataSize + infoObject.dataSize;
-
-				// return infoObject.buffer.slice( from, to );
-				return slice( dataArray, infoObject.buffer, from, to );
-
-			}
-
-		},
-
-		ByVertice: {
-
-			Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
-
-				var from = ( vertexIndex * infoObject.dataSize );
-				var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
-
-				// return infoObject.buffer.slice( from, to );
-				return slice( dataArray, infoObject.buffer, from, to );
-
-			}
-
-		},
-
-		AllSame: {
-
-			/**
-			 * Function uses the infoObject and given indices to return value array of object.
-			 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
-			 * @param {number} polygonIndex - Index of polygon in geometry.
-			 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
-			 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
-			 * @returns {number[]}
-			 */
-			IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
-
-				var from = infoObject.indices[ 0 ] * infoObject.dataSize;
-				var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
-
-				// return infoObject.buffer.slice( from, to );
-				return slice( dataArray, infoObject.buffer, from, to );
-
-			}
-
-		}
-
-	};
-
-	function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
-
-		return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
-
-	}
-
-	/**
-	 * Specialty function for parsing NurbsCurve based Geometry Nodes.
-	 * @param {FBXGeometryNode} geometryNode
-	 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
-	 * @returns {THREE.BufferGeometry}
-	 */
-	function parseNurbsGeometry( geometryNode ) {
-
-		if ( THREE.NURBSCurve === undefined ) {
-
-			console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model.  Nurbs will show up as empty geometry." );
-			return new THREE.BufferGeometry();
-
-		}
-
-		var order = parseInt( geometryNode.properties.Order );
-
-		if ( isNaN( order ) ) {
-
-			console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
-			return new THREE.BufferGeometry();
-
-		}
-
-		var degree = order - 1;
-
-		var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
-		var controlPoints = [];
-		var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
-
-		for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
-
-			controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
-
-		}
-
-		var startKnot, endKnot;
-
-		if ( geometryNode.properties.Form === 'Closed' ) {
-
-			controlPoints.push( controlPoints[ 0 ] );
-
-		} else if ( geometryNode.properties.Form === 'Periodic' ) {
-
-			startKnot = degree;
-			endKnot = knots.length - 1 - startKnot;
-
-			for ( var i = 0; i < degree; ++ i ) {
-
-				controlPoints.push( controlPoints[ i ] );
-
-			}
-
-		}
-
-		var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
-		var vertices = curve.getPoints( controlPoints.length * 7 );
-
-		var positions = new Float32Array( vertices.length * 3 );
-
-		for ( var i = 0, l = vertices.length; i < l; ++ i ) {
-
-			vertices[ i ].toArray( positions, i * 3 );
-
-		}
-
-		var geometry = new THREE.BufferGeometry();
-		geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
-
-		return geometry;
-
-	}
-
-	/**
-	 * Finally generates Scene graph and Scene graph Objects.
-	 * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
-	 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
-	 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers
-	 * @param {Map<number, THREE.BufferGeometry>} geometryMap
-	 * @param {Map<number, THREE.Material>} materialMap
-	 * @returns {THREE.Group}
-	 */
-	function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
-
-		var sceneGraph = new THREE.Group();
-
-		var ModelNode = FBXTree.Objects.subNodes.Model;
-
-		/**
-		 * @type {Array.<THREE.Object3D>}
-		 */
-		var modelArray = [];
-
-		/**
-		 * @type {Map.<number, THREE.Object3D>}
-		 */
-		var modelMap = new Map();
-
-		for ( var nodeID in ModelNode ) {
-
-			var id = parseInt( nodeID );
-			var node = ModelNode[ nodeID ];
-			var conns = connections.get( id );
-			var model = null;
-
-			for ( var i = 0; i < conns.parents.length; ++ i ) {
-
-				for ( var FBX_ID in deformers ) {
-
-					var deformer = deformers[ FBX_ID ];
-					var subDeformers = deformer.map;
-					var subDeformer = subDeformers[ conns.parents[ i ].ID ];
-
-					if ( subDeformer ) {
-
-						var model2 = model;
-						model = new THREE.Bone();
-						deformer.bones[ subDeformer.index ] = model;
-
-						// seems like we need this not to make non-connected bone, maybe?
-						// TODO: confirm
-						if ( model2 !== null ) model.add( model2 );
-
-					}
-
-				}
-
-			}
-
-			if ( ! model ) {
-
-				switch ( node.attrType ) {
-
-					case "Mesh":
-						/**
-						 * @type {?THREE.BufferGeometry}
-						 */
-						var geometry = null;
-
-						/**
-						 * @type {THREE.MultiMaterial|THREE.Material}
-						 */
-						var material = null;
-
-						/**
-						 * @type {Array.<THREE.Material>}
-						 */
-						var materials = [];
-
-						for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
-
-							var child = conns.children[ childrenIndex ];
-
-							if ( geometryMap.has( child.ID ) ) {
-
-								geometry = geometryMap.get( child.ID );
-
-							}
-
-							if ( materialMap.has( child.ID ) ) {
-
-								materials.push( materialMap.get( child.ID ) );
-
-							}
-
-						}
-						if ( materials.length > 1 ) {
-
-							material = new THREE.MultiMaterial( materials );
-
-						} else if ( materials.length > 0 ) {
-
-							material = materials[ 0 ];
-
-						} else {
-
-							material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
-							materials.push( material );
-
-						}
-						if ( 'color' in geometry.attributes ) {
-
-							for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++materialIndex ) {
-
-								materials[ materialIndex ].vertexColors = THREE.VertexColors;
-
-							}
-
-						}
-						if ( geometry.FBX_Deformer ) {
-
-							for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
-
-								materials[ materialsIndex ].skinning = true;
-
-							}
-							model = new THREE.SkinnedMesh( geometry, material );
-
-						} else {
-
-							model = new THREE.Mesh( geometry, material );
-
-						}
-						break;
-
-					case "NurbsCurve":
-						var geometry = null;
-
-						for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
-
-							var child = conns.children[ childrenIndex ];
-
-							if ( geometryMap.has( child.ID ) ) {
-
-								geometry = geometryMap.get( child.ID );
-
-							}
-
-						}
-
-						// FBX does not list materials for Nurbs lines, so we'll just put our own in here.
-						material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
-						model = new THREE.Line( geometry, material );
-						break;
-
-					default:
-						model = new THREE.Object3D();
-						break;
-
-				}
-
-			}
-
-			model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
-			model.FBX_ID = id;
-
-			modelArray.push( model );
-			modelMap.set( id, model );
-
-		}
-
-		for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
-
-			var model = modelArray[ modelArrayIndex ];
-
-			var node = ModelNode[ model.FBX_ID ];
-
-			if ( 'Lcl_Translation' in node.properties ) {
-
-				model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
-
-			}
-
-			if ( 'Lcl_Rotation' in node.properties ) {
-
-				var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( degreeToRadian );
-				rotation.push( 'ZYX' );
-				model.rotation.fromArray( rotation );
-
-			}
-
-			if ( 'Lcl_Scaling' in node.properties ) {
-
-				model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
-
-			}
-
-			if ( 'PreRotation' in node.properties ) {
-
-				var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( DEG2RAD ), 'ZYX' );
-				preRotations = new THREE.Quaternion().setFromEuler( preRotations );
-				var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
-				preRotations.multiply( currentRotation );
-				model.rotation.setFromQuaternion( preRotations, 'ZYX' );
-
-			}
-
-			var conns = connections.get( model.FBX_ID );
-			for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
-
-				var pIndex = findIndex( modelArray, function ( mod ) {
-
-					return mod.FBX_ID === conns.parents[ parentIndex ].ID;
-
-				} );
-				if ( pIndex > - 1 ) {
-
-					modelArray[ pIndex ].add( model );
-					break;
-
-				}
-
-			}
-			if ( model.parent === null ) {
-
-				sceneGraph.add( model );
-
-			}
-
-		}
-
-
-		// Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
-		sceneGraph.updateMatrixWorld( true );
-
-		// Put skeleton into bind pose.
-		var BindPoseNode = FBXTree.Objects.subNodes.Pose;
-		for ( var nodeID in BindPoseNode ) {
-
-			if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
-
-				BindPoseNode = BindPoseNode[ nodeID ];
-				break;
-
-			}
-
-		}
-		if ( BindPoseNode ) {
-
-			var PoseNode = BindPoseNode.subNodes.PoseNode;
-			var worldMatrices = new Map();
-
-			for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
-
-				var node = PoseNode[ PoseNodeIndex ];
-
-				var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
-
-				worldMatrices.set( parseInt( node.id ), rawMatWrd );
-
-			}
-
-		}
-
-		for ( var FBX_ID in deformers ) {
-
-			var deformer = deformers[ FBX_ID ];
-			var subDeformers = deformer.map;
-
-			for ( var key in subDeformers ) {
-
-				var subDeformer = subDeformers[ key ];
-				var subDeformerIndex = subDeformer.index;
-
-				/**
-				 * @type {THREE.Bone}
-				 */
-				var bone = deformer.bones[ subDeformerIndex ];
-				if ( ! worldMatrices.has( bone.FBX_ID ) ) {
-
-					break;
-
-				}
-				var mat = worldMatrices.get( bone.FBX_ID );
-				bone.matrixWorld.copy( mat );
-
-			}
-
-			// Now that skeleton is in bind pose, bind to model.
-			deformer.skeleton = new THREE.Skeleton( deformer.bones );
-
-			var conns = connections.get( deformer.FBX_ID );
-			var parents = conns.parents;
-
-			for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
-
-				var parent = parents[ parentsIndex ];
-
-				if ( geometryMap.has( parent.ID ) ) {
-
-					var geoID = parent.ID;
-					var geoConns = connections.get( geoID );
-
-					for ( var i = 0; i < geoConns.parents.length; ++ i ) {
-
-						if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
-
-							var model = modelMap.get( geoConns.parents[ i ].ID );
-							//ASSERT model typeof SkinnedMesh
-							model.bind( deformer.skeleton, model.matrixWorld );
-							break;
-
-						}
-
-					}
-
-				}
-
-			}
-
-		}
-
-		//Skeleton is now bound, return objects to starting
-		//world positions.
-		sceneGraph.updateMatrixWorld( true );
-
-		// Silly hack with the animation parsing.  We're gonna pretend the scene graph has a skeleton
-		// to attach animations to, since FBXs treat animations as animations for the entire scene,
-		// not just for individual objects.
-		sceneGraph.skeleton = {
-			bones: modelArray
-		};
-
-		var animations = parseAnimations( FBXTree, connections, sceneGraph );
-
-		addAnimations( sceneGraph, animations );
-
-		return sceneGraph;
-
-	}
-
-	/**
-	 * Parses animation information from FBXTree and generates an AnimationInfoObject.
-	 * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
-	 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
-	 */
-	function parseAnimations( FBXTree, connections, sceneGraph ) {
-
-		var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
-		var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
-		var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
-		var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
-
-		/**
-		 * @type {{
-				 curves: Map<number, {
-				 T: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					};
-				},
-				 R: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					};
-				},
-				 S: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					};
-				}
-			 }>,
-			 layers: Map<number, {
-				T: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					},
-				},
-				R: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					},
-				},
-				S: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					},
-				}
-				}[]>,
-			 stacks: Map<number, {
-				 name: string,
-				 layers: {
-					T: {
-						id: number;
-						attr: string;
-						internalID: number;
-						attrX: boolean;
-						attrY: boolean;
-						attrZ: boolean;
-						containerBoneID: number;
-						containerID: number;
-						curves: {
-							x: {
-								version: any;
-								id: number;
-								internalID: number;
-								times: number[];
-								values: number[];
-								attrFlag: number[];
-								attrData: number[];
-							};
-							y: {
-								version: any;
-								id: number;
-								internalID: number;
-								times: number[];
-								values: number[];
-								attrFlag: number[];
-								attrData: number[];
-							};
-							z: {
-								version: any;
-								id: number;
-								internalID: number;
-								times: number[];
-								values: number[];
-								attrFlag: number[];
-								attrData: number[];
-							};
-						};
-					};
-					R: {
-						id: number;
-						attr: string;
-						internalID: number;
-						attrX: boolean;
-						attrY: boolean;
-						attrZ: boolean;
-						containerBoneID: number;
-						containerID: number;
-						curves: {
-							x: {
-								version: any;
-								id: number;
-								internalID: number;
-								times: number[];
-								values: number[];
-								attrFlag: number[];
-								attrData: number[];
-							};
-							y: {
-								version: any;
-								id: number;
-								internalID: number;
-								times: number[];
-								values: number[];
-								attrFlag: number[];
-								attrData: number[];
-							};
-							z: {
-								version: any;
-								id: number;
-								internalID: number;
-								times: number[];
-								values: number[];
-								attrFlag: number[];
-								attrData: number[];
-							};
-						};
-					};
-					S: {
-						id: number;
-						attr: string;
-						internalID: number;
-						attrX: boolean;
-						attrY: boolean;
-						attrZ: boolean;
-						containerBoneID: number;
-						containerID: number;
-						curves: {
-							x: {
-								version: any;
-								id: number;
-								internalID: number;
-								times: number[];
-								values: number[];
-								attrFlag: number[];
-								attrData: number[];
-							};
-							y: {
-								version: any;
-								id: number;
-								internalID: number;
-								times: number[];
-								values: number[];
-								attrFlag: number[];
-								attrData: number[];
-							};
-							z: {
-								version: any;
-								id: number;
-								internalID: number;
-								times: number[];
-								values: number[];
-								attrFlag: number[];
-								attrData: number[];
-							};
-						};
-					};
-				}[][],
-			 length: number,
-			 frames: number }>,
-			 length: number,
-			 fps: number,
-			 frames: number
-		 }}
-		 */
-		var returnObject = {
-			curves: new Map(),
-			layers: {},
-			stacks: {},
-			length: 0,
-			fps: 30,
-			frames: 0
-		};
-
-		/**
-		 * @type {Array.<{
-				id: number;
-				attr: string;
-				internalID: number;
-				attrX: boolean;
-				attrY: boolean;
-				attrZ: boolean;
-				containerBoneID: number;
-				containerID: number;
-			}>}
-		 */
-		var animationCurveNodes = [];
-		for ( var nodeID in rawNodes ) {
-
-			if ( nodeID.match( /\d+/ ) ) {
-
-				var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
-				animationCurveNodes.push( animationNode );
-
-			}
-
-		}
-
-		/**
-		 * @type {Map.<number, {
-				id: number,
-				attr: string,
-				internalID: number,
-				attrX: boolean,
-				attrY: boolean,
-				attrZ: boolean,
-				containerBoneID: number,
-				containerID: number,
-				curves: {
-					x: {
-						version: any,
-						id: number,
-						internalID: number,
-						times: number[],
-						values: number[],
-						attrFlag: number[],
-						attrData: number[],
-					},
-					y: {
-						version: any,
-						id: number,
-						internalID: number,
-						times: number[],
-						values: number[],
-						attrFlag: number[],
-						attrData: number[],
-					},
-					z: {
-						version: any,
-						id: number,
-						internalID: number,
-						times: number[],
-						values: number[],
-						attrFlag: number[],
-						attrData: number[],
-					}
-				}
-			}>}
-		 */
-		var tmpMap = new Map();
-		for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
-
-			if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
-
-				continue;
-
-			}
-			tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
-
-		}
-
-
-		/**
-		 * @type {{
-				version: any,
-				id: number,
-				internalID: number,
-				times: number[],
-				values: number[],
-				attrFlag: number[],
-				attrData: number[],
-			}[]}
-		 */
-		var animationCurves = [];
-		for ( nodeID in rawCurves ) {
-
-			if ( nodeID.match( /\d+/ ) ) {
-
-				var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
-
-				// seems like this check would be necessary?
-				if ( ! connections.has( animationCurve.id ) ) continue;
-
-				animationCurves.push( animationCurve );
-
-				var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
-				var firstParentID = firstParentConn.ID;
-				var firstParentRelationship = firstParentConn.relationship;
-				var axis = '';
-
-				if ( firstParentRelationship.match( /X/ ) ) {
-
-					axis = 'x';
-
-				} else if ( firstParentRelationship.match( /Y/ ) ) {
-
-					axis = 'y';
-
-				} else if ( firstParentRelationship.match( /Z/ ) ) {
-
-					axis = 'z';
-
-				} else {
-
-					continue;
-
-				}
-
-				tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
-
-			}
-
-		}
-
-		tmpMap.forEach( function ( curveNode ) {
-
-			var id = curveNode.containerBoneID;
-			if ( ! returnObject.curves.has( id ) ) {
-
-				returnObject.curves.set( id, { T: null, R: null, S: null } );
-
-			}
-			returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
-			if ( curveNode.attr === 'R' ) {
-
-				var curves = curveNode.curves;
-				curves.x.values = curves.x.values.map( degreeToRadian );
-				curves.y.values = curves.y.values.map( degreeToRadian );
-				curves.z.values = curves.z.values.map( degreeToRadian );
-
-				if ( curveNode.preRotations !== null ) {
-
-					var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
-					preRotations = new THREE.Quaternion().setFromEuler( preRotations );
-					var frameRotation = new THREE.Euler();
-					var frameRotationQuaternion = new THREE.Quaternion();
-					for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
-
-						frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
-						frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
-						frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
-						curves.x.values[ frame ] = frameRotation.x;
-						curves.y.values[ frame ] = frameRotation.y;
-						curves.z.values[ frame ] = frameRotation.z;
-
-					}
-
-				}
-
-			}
-
-		} );
-
-		for ( var nodeID in rawLayers ) {
-
-			/**
-			 * @type {{
-				T: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					},
-				},
-				R: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					},
-				},
-				S: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					},
-				}
-				}[]}
-			 */
-			var layer = [];
-			var children = connections.get( parseInt( nodeID ) ).children;
-
-			for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
-
-				// Skip lockInfluenceWeights
-				if ( tmpMap.has( children[ childIndex ].ID ) ) {
-
-					var curveNode = tmpMap.get( children[ childIndex ].ID );
-					var boneID = curveNode.containerBoneID;
-					if ( layer[ boneID ] === undefined ) {
-
-						layer[ boneID ] = {
-							T: null,
-							R: null,
-							S: null
-						};
-
-					}
-
-					layer[ boneID ][ curveNode.attr ] = curveNode;
-
-				}
-
-			}
-
-			returnObject.layers[ nodeID ] = layer;
-
-		}
-
-		for ( var nodeID in rawStacks ) {
-
-			var layers = [];
-			var children = connections.get( parseInt( nodeID ) ).children;
-			var timestamps = { max: 0, min: Number.MAX_VALUE };
-
-			for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
-
-				var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
-
-				if ( currentLayer !== undefined ) {
-
-					layers.push( currentLayer );
-
-					for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
-
-						var layer = currentLayer[ currentLayerIndex ];
-
-						if ( layer ) {
-
-							getCurveNodeMaxMinTimeStamps( layer, timestamps );
-
-						}
-
-					}
-
-				}
-
-			}
-
-			// Do we have an animation clip with actual length?
-			if ( timestamps.max > timestamps.min ) {
-
-				returnObject.stacks[ nodeID ] = {
-					name: rawStacks[ nodeID ].attrName,
-					layers: layers,
-					length: timestamps.max - timestamps.min,
-					frames: ( timestamps.max - timestamps.min ) * 30
-				};
-
-			}
-
-		}
-
-		return returnObject;
-
-	}
-
-	/**
-	 * @param {Object} FBXTree
-	 * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
-	 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
-	 * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
-	 */
-	function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
-
-		var rawModels = FBXTree.Objects.subNodes.Model;
-
-		var returnObject = {
-			/**
-			 * @type {number}
-			 */
-			id: animationCurveNode.id,
-
-			/**
-			 * @type {string}
-			 */
-			attr: animationCurveNode.attrName,
-
-			/**
-			 * @type {number}
-			 */
-			internalID: animationCurveNode.id,
-
-			/**
-			 * @type {boolean}
-			 */
-			attrX: false,
-
-			/**
-			 * @type {boolean}
-			 */
-			attrY: false,
-
-			/**
-			 * @type {boolean}
-			 */
-			attrZ: false,
-
-			/**
-			 * @type {number}
-			 */
-			containerBoneID: - 1,
-
-			/**
-			 * @type {number}
-			 */
-			containerID: - 1,
-
-			curves: {
-				x: null,
-				y: null,
-				z: null
-			},
-
-			/**
-			 * @type {number[]}
-			 */
-			preRotations: null
-		};
-
-		if ( returnObject.attr.match( /S|R|T/ ) ) {
-
-			for ( var attributeKey in animationCurveNode.properties ) {
-
-				if ( attributeKey.match( /X/ ) ) {
-
-					returnObject.attrX = true;
-
-				}
-				if ( attributeKey.match( /Y/ ) ) {
-
-					returnObject.attrY = true;
-
-				}
-				if ( attributeKey.match( /Z/ ) ) {
-
-					returnObject.attrZ = true;
-
-				}
-
-			}
-
-		} else {
-
-			return null;
-
-		}
-
-		var conns = connections.get( returnObject.id );
-		var containerIndices = conns.parents;
-
-		for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
-
-			var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
-
-				return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
-
-			} );
-			if ( boneID > - 1 ) {
-
-				returnObject.containerBoneID = boneID;
-				returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
-				var model = rawModels[ returnObject.containerID.toString() ];
-				if ( 'PreRotation' in model.properties ) {
-
-					returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
-
-				}
-				break;
-
-			}
-
-		}
-
-		return returnObject;
-
-	}
-
-	/**
-	 * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
-	 */
-	function parseAnimationCurve( animationCurve ) {
-
-		return {
-			version: null,
-			id: animationCurve.id,
-			internalID: animationCurve.id,
-			times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( convertFBXTimeToSeconds ),
-			values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
-
-			attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
-			attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
-		};
-
-	}
-
-	/**
-	 * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
-	 * than the max or min respectively.
-	 * @param {{
-				T: {
-						id: number,
-						attr: string,
-						internalID: number,
-						attrX: boolean,
-						attrY: boolean,
-						attrZ: boolean,
-						containerBoneID: number,
-						containerID: number,
-						curves: {
-								x: {
-										version: any,
-										id: number,
-										internalID: number,
-										times: number[],
-										values: number[],
-										attrFlag: number[],
-										attrData: number[],
-								},
-								y: {
-										version: any,
-										id: number,
-										internalID: number,
-										times: number[],
-										values: number[],
-										attrFlag: number[],
-										attrData: number[],
-								},
-								z: {
-										version: any,
-										id: number,
-										internalID: number,
-										times: number[],
-										values: number[],
-										attrFlag: number[],
-										attrData: number[],
-								},
-						},
-				},
-				R: {
-						id: number,
-						attr: string,
-						internalID: number,
-						attrX: boolean,
-						attrY: boolean,
-						attrZ: boolean,
-						containerBoneID: number,
-						containerID: number,
-						curves: {
-								x: {
-										version: any,
-										id: number,
-										internalID: number,
-										times: number[],
-										values: number[],
-										attrFlag: number[],
-										attrData: number[],
-								},
-								y: {
-										version: any,
-										id: number,
-										internalID: number,
-										times: number[],
-										values: number[],
-										attrFlag: number[],
-										attrData: number[],
-								},
-								z: {
-										version: any,
-										id: number,
-										internalID: number,
-										times: number[],
-										values: number[],
-										attrFlag: number[],
-										attrData: number[],
-								},
-						},
-				},
-				S: {
-						id: number,
-						attr: string,
-						internalID: number,
-						attrX: boolean,
-						attrY: boolean,
-						attrZ: boolean,
-						containerBoneID: number,
-						containerID: number,
-						curves: {
-								x: {
-										version: any,
-										id: number,
-										internalID: number,
-										times: number[],
-										values: number[],
-										attrFlag: number[],
-										attrData: number[],
-								},
-								y: {
-										version: any,
-										id: number,
-										internalID: number,
-										times: number[],
-										values: number[],
-										attrFlag: number[],
-										attrData: number[],
-								},
-								z: {
-										version: any,
-										id: number,
-										internalID: number,
-										times: number[],
-										values: number[],
-										attrFlag: number[],
-										attrData: number[],
-								},
-						},
-				},
-		}} layer
-	 */
-	function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
-
-		if ( layer.R ) {
-
-			getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
-
-		}
-		if ( layer.S ) {
-
-			getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
-
-		}
-		if ( layer.T ) {
-
-			getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
-
-		}
-
-	}
-
-	/**
-	 * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
-	 * exceeds the maximum or minimum.
-	 * @param {{
-				x: {
-						version: any,
-						id: number,
-						internalID: number,
-						times: number[],
-						values: number[],
-						attrFlag: number[],
-						attrData: number[],
-				},
-				y: {
-						version: any,
-						id: number,
-						internalID: number,
-						times: number[],
-						values: number[],
-						attrFlag: number[],
-						attrData: number[],
-				},
-				z: {
-						version: any,
-						id: number,
-						internalID: number,
-						times: number[],
-						values: number[],
-						attrFlag: number[],
-						attrData: number[],
-				}
-		}} curve
-	 */
-	function getCurveMaxMinTimeStamp( curve, timestamps ) {
-
-		if ( curve.x ) {
-
-			getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
-
-		}
-		if ( curve.y ) {
-
-			getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
-
-		}
-		if ( curve.z ) {
-
-			getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
-
-		}
-
-	}
-
-	/**
-	 * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
-	 * @param {{times: number[]}} axis
-	 */
-	function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
-
-		timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
-		timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
-
-	}
-
-	/**
-	 * @param {{
-		curves: Map<number, {
-			T: {
-				id: number;
-				attr: string;
-				internalID: number;
-				attrX: boolean;
-				attrY: boolean;
-				attrZ: boolean;
-				containerBoneID: number;
-				containerID: number;
-				curves: {
-					x: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					y: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					z: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-				};
-			};
-			R: {
-				id: number;
-				attr: string;
-				internalID: number;
-				attrX: boolean;
-				attrY: boolean;
-				attrZ: boolean;
-				containerBoneID: number;
-				containerID: number;
-				curves: {
-					x: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					y: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					z: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-				};
-			};
-			S: {
-				id: number;
-				attr: string;
-				internalID: number;
-				attrX: boolean;
-				attrY: boolean;
-				attrZ: boolean;
-				containerBoneID: number;
-				containerID: number;
-				curves: {
-					x: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					y: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					z: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-				};
-			};
-		}>;
-		layers: Map<number, {
-			T: {
-				id: number;
-				attr: string;
-				internalID: number;
-				attrX: boolean;
-				attrY: boolean;
-				attrZ: boolean;
-				containerBoneID: number;
-				containerID: number;
-				curves: {
-					x: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					y: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					z: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-				};
-			};
-			R: {
-				id: number;
-				attr: string;
-				internalID: number;
-				attrX: boolean;
-				attrY: boolean;
-				attrZ: boolean;
-				containerBoneID: number;
-				containerID: number;
-				curves: {
-					x: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					y: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					z: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-				};
-			};
-			S: {
-				id: number;
-				attr: string;
-				internalID: number;
-				attrX: boolean;
-				attrY: boolean;
-				attrZ: boolean;
-				containerBoneID: number;
-				containerID: number;
-				curves: {
-					x: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					y: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-					z: {
-						version: any;
-						id: number;
-						internalID: number;
-						times: number[];
-						values: number[];
-						attrFlag: number[];
-						attrData: number[];
-					};
-				};
-			};
-		}[]>;
-		stacks: Map<number, {
-			name: string;
-			layers: {
-				T: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					};
-				};
-				R: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					};
-				};
-				S: {
-					id: number;
-					attr: string;
-					internalID: number;
-					attrX: boolean;
-					attrY: boolean;
-					attrZ: boolean;
-					containerBoneID: number;
-					containerID: number;
-					curves: {
-						x: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						y: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-						z: {
-							version: any;
-							id: number;
-							internalID: number;
-							times: number[];
-							values: number[];
-							attrFlag: number[];
-							attrData: number[];
-						};
-					};
-				};
-			}[][];
-			length: number;
-			frames: number;
-		}>;
-		length: number;
-		fps: number;
-		frames: number;
-	}} animations,
-	 * @param {{skeleton: { bones: THREE.Bone[]}}} group
-	 */
-	function addAnimations( group, animations ) {
-
-		if ( group.animations === undefined ) {
-
-			group.animations = [];
-
-		}
-
-		var stacks = animations.stacks;
-
-		for ( var key in stacks ) {
-
-			var stack = stacks[ key ];
-
-			/**
-			 * @type {{
-			 * name: string,
-			 * fps: number,
-			 * length: number,
-			 * hierarchy: Array.<{
-			 * 	parent: number,
-			 * 	name: string,
-			 * 	keys: Array.<{
-			 * 		time: number,
-			 * 		pos: Array.<number>,
-			 * 		rot: Array.<number>,
-			 * 		scl: Array.<number>
-			 * 	}>
-			 * }>
-			 * }}
-			 */
-			var animationData = {
-				name: stack.name,
-				fps: 30,
-				length: stack.length,
-				hierarchy: []
-			};
-
-			var bones = group.skeleton.bones;
-
-			for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
-
-				var bone = bones[ bonesIndex ];
-
-				var name = bone.name.replace( /.*:/, '' );
-				var parentIndex = findIndex( bones, function ( parentBone ) {
-
-					return bone.parent === parentBone;
-
-				} );
-				animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
-
-			}
-
-			for ( var frame = 0; frame <= stack.frames; frame ++ ) {
-
-				for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
-
-					var bone = bones[ bonesIndex ];
-					var boneIndex = bonesIndex;
-
-					var animationNode = stack.layers[ 0 ][ boneIndex ];
-
-					for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
-
-						var node = animationData.hierarchy[ hierarchyIndex ];
-
-						if ( node.name === bone.name ) {
-
-							node.keys.push( generateKey( animations, animationNode, bone, frame ) );
-
-						}
-
-					}
-
-				}
-
-			}
-
-			group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
-
-		}
-
-	}
-
-	var euler = new THREE.Euler();
-	var quaternion = new THREE.Quaternion();
-
-	/**
-	 * @param {THREE.Bone} bone
-	 */
-	function generateKey( animations, animationNode, bone, frame ) {
-
-		var key = {
-			time: frame / animations.fps,
-			pos: bone.position.toArray(),
-			rot: bone.quaternion.toArray(),
-			scl: bone.scale.toArray()
-		};
-
-		if ( animationNode === undefined ) return key;
-
-		try {
-
-			if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
-
-				key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
-
-			}
-
-			if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
-
-				var rotationX = animationNode.R.curves.x.values[ frame ];
-				var rotationY = animationNode.R.curves.y.values[ frame ];
-				var rotationZ = animationNode.R.curves.z.values[ frame ];
-
-				quaternion.setFromEuler( euler.set( rotationX, rotationY, rotationZ, 'ZYX' ) );
-				key.rot = quaternion.toArray();
-
-			}
-
-			if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
-
-				key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
-
-			}
-
-		} catch ( error ) {
-
-			// Curve is not fully plotted.
-			console.log( bone );
-			console.log( error );
-
-		}
-
-		return key;
-
-	}
-
-	var AXES = [ 'x', 'y', 'z' ];
-
-	function hasCurve( animationNode, attribute ) {
-
-		if ( animationNode === undefined ) {
-
-			return false;
-
-		}
-
-		var attributeNode = animationNode[ attribute ];
-
-		if ( ! attributeNode ) {
-
-			return false;
-
-		}
-
-		return AXES.every( function ( key ) {
-
-			return attributeNode.curves[ key ] !== null;
-
-		} );
-
-	}
-
-	function hasKeyOnFrame( attributeNode, frame ) {
-
-		return AXES.every( function ( key ) {
-
-			return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
-
-		} );
-
-	}
-
-	function isKeyExistOnFrame( curve, frame ) {
-
-		return curve.values[ frame ] !== undefined;
-
-	}
-
-	/**
-	 * An instance of a Vertex with data for drawing vertices to the screen.
-	 * @constructor
-	 */
-	function Vertex() {
-
-		/**
-		 * Position of the vertex.
-		 * @type {THREE.Vector3}
-		 */
-		this.position = new THREE.Vector3();
-
-		/**
-		 * Normal of the vertex
-		 * @type {THREE.Vector3}
-		 */
-		this.normal = new THREE.Vector3();
-
-		/**
-		 * UV coordinates of the vertex.
-		 * @type {THREE.Vector2}
-		 */
-		this.uv = new THREE.Vector2();
-
-		/**
-		 * Color of the vertex
-		 * @type {THREE.Vector3}
-		 */
-		this.color = new THREE.Vector3();
-
-		/**
-		 * Indices of the bones vertex is influenced by.
-		 * @type {THREE.Vector4}
-		 */
-		this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
-
-		/**
-		 * Weights that each bone influences the vertex.
-		 * @type {THREE.Vector4}
-		 */
-		this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
-
-	}
-
-	Object.assign( Vertex.prototype, {
-
-		copy: function ( target ) {
-
-			var returnVar = target || new Vertex();
-
-			returnVar.position.copy( this.position );
-			returnVar.normal.copy( this.normal );
-			returnVar.uv.copy( this.uv );
-			returnVar.skinIndices.copy( this.skinIndices );
-			returnVar.skinWeights.copy( this.skinWeights );
-
-			return returnVar;
-
-		},
-
-		flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
-
-			this.position.toArray( vertexBuffer, vertexBuffer.length );
-			this.normal.toArray( normalBuffer, normalBuffer.length );
-			this.uv.toArray( uvBuffer, uvBuffer.length );
-			this.color.toArray( colorBuffer, colorBuffer.length );
-			this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
-			this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );
-
-		}
-
-	} );
-
-	/**
-	 * @constructor
-	 */
-	function Triangle() {
-
-		/**
-		 * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
-		 */
-		this.vertices = [];
-
-	}
-
-	Object.assign( Triangle.prototype, {
-
-		copy: function ( target ) {
-
-			var returnVar = target || new Triangle();
-
-			for ( var i = 0; i < this.vertices.length; ++ i ) {
-
-				 this.vertices[ i ].copy( returnVar.vertices[ i ] );
-
-			}
-
-			return returnVar;
-
-		},
-
-		flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
-
-			var vertices = this.vertices;
-
-			for ( var i = 0, l = vertices.length; i < l; ++ i ) {
-
-				vertices[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer );
-
-			}
-
-		}
-
-	} );
-
-	/**
-	 * @constructor
-	 */
-	function Face() {
-
-		/**
-		 * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
-		 */
-		this.triangles = [];
-		this.materialIndex = 0;
-
-	}
-
-	Object.assign( Face.prototype, {
-
-		copy: function ( target ) {
-
-			var returnVar = target || new Face();
-
-			for ( var i = 0; i < this.triangles.length; ++ i ) {
-
-				this.triangles[ i ].copy( returnVar.triangles[ i ] );
-
-			}
-
-			returnVar.materialIndex = this.materialIndex;
-
-			return returnVar;
-
-		},
-
-		genTrianglesFromVertices: function ( vertexArray ) {
-
-			for ( var i = 2; i < vertexArray.length; ++ i ) {
-
-				var triangle = new Triangle();
-				triangle.vertices[ 0 ] = vertexArray[ 0 ];
-				triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
-				triangle.vertices[ 2 ] = vertexArray[ i ];
-				this.triangles.push( triangle );
-
-			}
-
-		},
-
-		flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer ) {
-
-			var triangles = this.triangles;
-			var materialIndex = this.materialIndex;
-
-			for ( var i = 0, l = triangles.length; i < l; ++ i ) {
-
-				triangles[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer );
-				append( materialIndexBuffer, [ materialIndex, materialIndex, materialIndex ] );
-
-			}
-
-		}
-
-	} );
-
-	/**
-	 * @constructor
-	 */
-	function Geometry() {
-
-		/**
-		 * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
-		 */
-		this.faces = [];
-
-		/**
-		 * @type {{}|THREE.Skeleton}
-		 */
-		this.skeleton = null;
-
-	}
-
-	Object.assign( Geometry.prototype, {
-
-		/**
-		 * @returns	{{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
-		 */
-		flattenToBuffers: function () {
-
-			var vertexBuffer = [];
-			var normalBuffer = [];
-			var uvBuffer = [];
-			var colorBuffer = [];
-			var skinIndexBuffer = [];
-			var skinWeightBuffer = [];
-
-			var materialIndexBuffer = [];
-
-			var faces = this.faces;
-
-			for ( var i = 0, l = faces.length; i < l; ++ i ) {
-
-				faces[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer );
-
-			}
-
-			return {
-				vertexBuffer: vertexBuffer,
-				normalBuffer: normalBuffer,
-				uvBuffer: uvBuffer,
-				colorBuffer: colorBuffer,
-				skinIndexBuffer: skinIndexBuffer,
-				skinWeightBuffer: skinWeightBuffer,
-				materialIndexBuffer: materialIndexBuffer
-			};
-
-		}
-
-	} );
-
-	function TextParser() {}
-
-	Object.assign( TextParser.prototype, {
-
-		getPrevNode: function () {
-
-			return this.nodeStack[ this.currentIndent - 2 ];
-
-		},
-
-		getCurrentNode: function () {
-
-			return this.nodeStack[ this.currentIndent - 1 ];
-
-		},
-
-		getCurrentProp: function () {
-
-			return this.currentProp;
-
-		},
-
-		pushStack: function ( node ) {
-
-			this.nodeStack.push( node );
-			this.currentIndent += 1;
-
-		},
-
-		popStack: function () {
-
-			this.nodeStack.pop();
-			this.currentIndent -= 1;
-
-		},
-
-		setCurrentProp: function ( val, name ) {
-
-			this.currentProp = val;
-			this.currentPropName = name;
-
-		},
-
-		// ----------parse ---------------------------------------------------
-		parse: function ( text ) {
-
-			this.currentIndent = 0;
-			this.allNodes = new FBXTree();
-			this.nodeStack = [];
-			this.currentProp = [];
-			this.currentPropName = '';
-
-			var split = text.split( "\n" );
-
-			for ( var line in split ) {
-
-				var l = split[ line ];
-
-				// short cut
-				if ( l.match( /^[\s\t]*;/ ) ) {
-
-					continue;
-
-				} // skip comment line
-				if ( l.match( /^[\s\t]*$/ ) ) {
-
-					continue;
-
-				} // skip empty line
-
-				// beginning of node
-				var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
-				var match = l.match( beginningOfNodeExp );
-				if ( match ) {
-
-					var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
-					var nodeAttrs = match[ 2 ].split( ',' );
-
-					for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
-						nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
-					}
-
-					this.parseNodeBegin( l, nodeName, nodeAttrs || null );
-					continue;
-
-				}
-
-				// node's property
-				var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
-				var match = l.match( propExp );
-				if ( match ) {
-
-					var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
-					var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
-
-					this.parseNodeProperty( l, propName, propValue );
-					continue;
-
-				}
-
-				// end of node
-				var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
-				if ( l.match( endOfNodeExp ) ) {
-
-					this.nodeEnd();
-					continue;
-
-				}
-
-				// for special case,
-				//
-				//	  Vertices: *8670 {
-				//		  a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
-				// -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
-				// 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
-				// 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
-				//
-				// these case the lines must contiue with previous line
-				if ( l.match( /^[^\s\t}]/ ) ) {
-
-					this.parseNodePropertyContinued( l );
-
-				}
-
-			}
-
-			return this.allNodes;
-
-		},
-
-		parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
-
-			// var nodeName = match[1];
-			var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
-			var attrs = this.parseNodeAttr( nodeAttrs );
-			var currentNode = this.getCurrentNode();
-
-			// a top node
-			if ( this.currentIndent === 0 ) {
-
-				this.allNodes.add( nodeName, node );
-
-			} else {
-
-				// a subnode
-
-				// already exists subnode, then append it
-				if ( nodeName in currentNode.subNodes ) {
-
-					var tmp = currentNode.subNodes[ nodeName ];
-
-					// console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
-					if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
-
-
-						if ( attrs.id === '' ) {
-
-							currentNode.subNodes[ nodeName ] = [];
-							currentNode.subNodes[ nodeName ].push( tmp );
-
-						} else {
-
-							currentNode.subNodes[ nodeName ] = {};
-							currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
-
-						}
-
-					}
-
-					if ( attrs.id === '' ) {
-
-						currentNode.subNodes[ nodeName ].push( node );
-
-					} else {
-
-						currentNode.subNodes[ nodeName ][ attrs.id ] = node;
-
-					}
-
-				} else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
-
-					currentNode.subNodes[ nodeName ] = {};
-					currentNode.subNodes[ nodeName ][ attrs.id ] = node;
-
-				} else {
-
-					currentNode.subNodes[ nodeName ] = node;
-
-				}
-
-			}
-
-			// for this		  ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
-			// NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
-			if ( nodeAttrs ) {
-
-				node.id = attrs.id;
-				node.attrName = attrs.name;
-				node.attrType = attrs.type;
-
-			}
-
-			this.pushStack( node );
-
-		},
-
-		parseNodeAttr: function ( attrs ) {
-
-			var id = attrs[ 0 ];
-
-			if ( attrs[ 0 ] !== "" ) {
-
-				id = parseInt( attrs[ 0 ] );
-
-				if ( isNaN( id ) ) {
-
-					// PolygonVertexIndex: *16380 {
-					id = attrs[ 0 ];
-
-				}
-
-			}
-
-			var name = '', type = '';
-
-			if ( attrs.length > 1 ) {
-
-				name = attrs[ 1 ].replace( /^(\w+)::/, '' );
-				type = attrs[ 2 ];
-
-			}
-
-			return { id: id, name: name, type: type };
-
-		},
-
-		parseNodeProperty: function ( line, propName, propValue ) {
-
-			var currentNode = this.getCurrentNode();
-			var parentName = currentNode.name;
-
-			// special case parent node's is like "Properties70"
-			// these chilren nodes must treat with careful
-			if ( parentName !== undefined ) {
-
-				var propMatch = parentName.match( /Properties(\d)+/ );
-				if ( propMatch ) {
-
-					this.parseNodeSpecialProperty( line, propName, propValue );
-					return;
-
-				}
-
-			}
-
-			// special case Connections
-			if ( propName == 'C' ) {
-
-				var connProps = propValue.split( ',' ).slice( 1 );
-				var from = parseInt( connProps[ 0 ] );
-				var to = parseInt( connProps[ 1 ] );
-
-				var rest = propValue.split( ',' ).slice( 3 );
-
-				propName = 'connections';
-				propValue = [ from, to ];
-				append( propValue, rest );
-
-				if ( currentNode.properties[ propName ] === undefined ) {
-
-					currentNode.properties[ propName ] = [];
-
-				}
-
-			}
-
-			// special case Connections
-			if ( propName == 'Node' ) {
-
-				var id = parseInt( propValue );
-				currentNode.properties.id = id;
-				currentNode.id = id;
-
-			}
-
-			// already exists in properties, then append this
-			if ( propName in currentNode.properties ) {
-
-				// console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
-				if ( Array.isArray( currentNode.properties[ propName ] ) ) {
-
-					currentNode.properties[ propName ].push( propValue );
-
-				} else {
-
-					currentNode.properties[ propName ] += propValue;
-
-				}
-
-			} else {
-
-				// console.log( propName + ":  " + propValue );
-				if ( Array.isArray( currentNode.properties[ propName ] ) ) {
-
-					currentNode.properties[ propName ].push( propValue );
-
-				} else {
-
-					currentNode.properties[ propName ] = propValue;
-
-				}
-
-			}
-
-			this.setCurrentProp( currentNode.properties, propName );
-
-		},
-
-		// TODO:
-		parseNodePropertyContinued: function ( line ) {
-
-			this.currentProp[ this.currentPropName ] += line;
-
-		},
-
-		parseNodeSpecialProperty: function ( line, propName, propValue ) {
-
-			// split this
-			// P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
-			// into array like below
-			// ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
-			var props = propValue.split( '",' );
-
-			for ( var i = 0, l = props.length; i < l; i ++ ) {
-				props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
-			}
-
-			var innerPropName = props[ 0 ];
-			var innerPropType1 = props[ 1 ];
-			var innerPropType2 = props[ 2 ];
-			var innerPropFlag = props[ 3 ];
-			var innerPropValue = props[ 4 ];
-
-			/*
-			if ( innerPropValue === undefined ) {
-				innerPropValue = props[3];
-			}
-			*/
-
-			// cast value in its type
-			switch ( innerPropType1 ) {
-
-				case "int":
-					innerPropValue = parseInt( innerPropValue );
-					break;
-
-				case "double":
-					innerPropValue = parseFloat( innerPropValue );
-					break;
-
-				case "ColorRGB":
-				case "Vector3D":
-					innerPropValue = parseFloatArray( innerPropValue );
-					break;
-
-			}
-
-			// CAUTION: these props must append to parent's parent
-			this.getPrevNode().properties[ innerPropName ] = {
-
-				'type': innerPropType1,
-				'type2': innerPropType2,
-				'flag': innerPropFlag,
-				'value': innerPropValue
-
-			};
-
-			this.setCurrentProp( this.getPrevNode().properties, innerPropName );
-
-		},
-
-		nodeEnd: function () {
-
-			this.popStack();
-
-		},
-
-		/* ---------------------------------------------------------------- */
-		/*		util													  */
-		isFlattenNode: function ( node ) {
-
-			return ( 'subNodes' in node && 'properties' in node ) ? true : false;
-
-		}
-
-	} );
-
-	// Binary format specification:
-	//   https://code.blender.org/2013/08/fbx-binary-file-format-specification/
-	//   https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
-	function BinaryParser() {}
-
-	Object.assign( BinaryParser.prototype, {
-
-		/**
-		 * Parses binary data and builds FBXTree as much compatible as possible with the one built by TextParser.
-		 * @param {ArrayBuffer} buffer
-		 * @returns {THREE.FBXTree}
-		 */
-		parse: function ( buffer ) {
-
-			var reader = new BinaryReader( buffer );
-			reader.skip( 23 ); // skip magic 23 bytes
-
-			var version = reader.getUint32();
-
-			console.log( 'FBX binary version: ' + version );
-
-			var allNodes = new FBXTree();
-
-			while ( ! this.endOfContent( reader ) ) {
-
-				var node = this.parseNode( reader, version );
-				if ( node !== null ) allNodes.add( node.name, node );
-
-			}
-
-			return allNodes;
-
-		},
-
-		/**
-		 * Checks if reader has reached the end of content.
-		 * @param {BinaryReader} reader
-		 * @returns {boolean}
-		 */
-		endOfContent: function( reader ) {
-
-			// footer size: 160bytes + 16-byte alignment padding
-			// - 16bytes: magic
-			// - padding til 16-byte alignment
-			//   (seems like some exporters embed fixed 15bytes?)
-			// - 4bytes: magic
-			// - 4bytes: version
-			// - 120bytes: zero
-			// - 16bytes: magic
-			if ( reader.size() % 16 === 0 ) {
-
-				return ( ( reader.getOffset() + 160 + 15 ) & ~0xf ) >= reader.size();
-
-			} else {
-
-				return reader.getOffset() + 160 + 15 >= reader.size();
-
-			}
-
-		},
-
-		/**
-		 * Parses Node as much compatible as possible with the one parsed by TextParser
-		 * TODO: could be optimized more?
-		 * @param {BinaryReader} reader
-		 * @param {number} version
-		 * @returns {Object} - Returns an Object as node, or null if NULL-record.
-		 */
-		parseNode: function ( reader, version ) {
-
-			// The first three data sizes depends on version.
-			var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
-			var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
-			var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
-			var nameLen = reader.getUint8();
-			var name = reader.getString( nameLen );
-
-			// Regards this node as NULL-record if endOffset is zero
-			if ( endOffset === 0 ) return null;
-
-			var propertyList = [];
-
-			for ( var i = 0; i < numProperties; i ++ ) {
-
-				propertyList.push( this.parseProperty( reader ) );
-
-			}
-
-			// Regards the first three elements in propertyList as id, attrName, and attrType
-			var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
-			var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
-			var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
-
-			var subNodes = {};
-			var properties = {};
-
-			var isSingleProperty = false;
-
-			// if this node represents just a single property
-			// like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
-			if ( numProperties === 1 && reader.getOffset() === endOffset ) {
-
-				isSingleProperty = true;
-
-			}
-
-			while ( endOffset > reader.getOffset() ) {
-
-				var node = this.parseNode( reader, version );
-
-				if ( node === null ) continue;
-
-				// special case: child node is single property
-				if ( node.singleProperty === true ) {
-
-					var value = node.propertyList[ 0 ];
-
-					if ( Array.isArray( value ) ) {
-
-						// node represents
-						//	Vertices: *3 {
-						//		a: 0.01, 0.02, 0.03
-						//	}
-						// of text format here.
-
-						node.properties[ node.name ] = node.propertyList[ 0 ];
-						subNodes[ node.name ] = node;
-
-						// Later phase expects single property array is in node.properties.a as String.
-						// TODO: optimize
-						node.properties.a = value.toString();
-
-					} else {
-
-						// node represents
-						// 	Version: 100
-						// of text format here.
-
-						properties[ node.name ] = value;
-
-					}
-
-					continue;
-
-				}
-
-				// special case: connections
-				if ( name === 'Connections' && node.name === 'C' ) {
-
-					var array = [];
-
-					// node.propertyList would be like
-					// ["OO", 111264976, 144038752, "d|x"] (?, from, to, additional values)
-					for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
-
-						array[ i - 1 ] = node.propertyList[ i ];
-
-					}
-
-					if ( properties.connections === undefined ) {
-
-						properties.connections = [];
-
-					}
-
-					properties.connections.push( array );
-
-					continue;
-
-				}
-
-				// special case: child node is Properties\d+
-				if ( node.name.match( /^Properties\d+$/ ) ) {
-
-					// move child node's properties to this node.
-
-					var keys = Object.keys( node.properties );
-
-					for ( var i = 0, il = keys.length; i < il; i ++ ) {
-
-						var key = keys[ i ];
-						properties[ key ] = node.properties[ key ];
-
-					}
-
-					continue;
-
-				}
-
-				// special case: properties
-				if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
-
-					var innerPropName = node.propertyList[ 0 ];
-					var innerPropType1 = node.propertyList[ 1 ];
-					var innerPropType2 = node.propertyList[ 2 ];
-					var innerPropFlag = node.propertyList[ 3 ];
-					var innerPropValue;
-
-					if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
-					if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
-
-					if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' ||
-						 innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
-
-						innerPropValue = [
-							node.propertyList[ 4 ],
-							node.propertyList[ 5 ],
-							node.propertyList[ 6 ]
-						];
-
-					} else {
-
-						innerPropValue = node.propertyList[ 4 ];
-
-					}
-
-					if ( innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
-
-						innerPropValue = innerPropValue.toString();
-
-					}
-
-					// this will be copied to parent. see above.
-					properties[ innerPropName ] = {
-
-						'type': innerPropType1,
-						'type2': innerPropType2,
-						'flag': innerPropFlag,
-						'value': innerPropValue
-
-					};
-
-					continue;
-
-				}
-
-				// standard case
-				// follows TextParser's manner.
-				if ( subNodes[ node.name ] === undefined ) {
-
-					if ( typeof node.id === 'number' ) {
-
-						subNodes[ node.name ] = {};
-						subNodes[ node.name ][ node.id ] = node;
-
-					} else {
-
-						subNodes[ node.name ] = node;
-
-					}
-
-				} else {
-
-					if ( node.id === '' ) {
-
-						if ( ! Array.isArray( subNodes[ node.name ] ) ) {
-
-							subNodes[ node.name ] = [ subNodes[ node.name ] ];
-
-						}
-
-						subNodes[ node.name ].push( node );
-
-					} else {
-
-						if ( subNodes[ node.name ][ node.id ] === undefined ) {
-
-							subNodes[ node.name ][ node.id ] = node;
-
-						} else {
-
-							// conflict id. irregular?
-
-							if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
-
-								subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
-
-							}
-
-							subNodes[ node.name ][ node.id ].push( node );
-
-						}
-
-					}
-
-				}
-
-			}
-
-			return {
-
-				singleProperty: isSingleProperty,
-				id: id,
-				attrName: attrName,
-				attrType: attrType,
-				name: name,
-				properties: properties,
-				propertyList: propertyList, // raw property list, would be used by parent
-				subNodes: subNodes
-
-			};
-
-		},
-
-		parseProperty: function ( reader ) {
-
-			var type = reader.getChar();
-
-			switch ( type ) {
-
-				case 'F':
-					return reader.getFloat32();
-
-				case 'D':
-					return reader.getFloat64();
-
-				case 'L':
-					return reader.getInt64();
-
-				case 'I':
-					return reader.getInt32();
-
-				case 'Y':
-					return reader.getInt16();
-
-				case 'C':
-					return reader.getBoolean();
-
-				case 'f':
-				case 'd':
-				case 'l':
-				case 'i':
-				case 'b':
-
-					var arrayLength = reader.getUint32();
-					var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
-					var compressedLength = reader.getUint32();
-
-					if ( encoding === 0 ) {
-
-						switch ( type ) {
-
-							case 'f':
-								return reader.getFloat32Array( arrayLength );
-
-							case 'd':
-								return reader.getFloat64Array( arrayLength );
-
-							case 'l':
-								return reader.getInt64Array( arrayLength );
-
-							case 'i':
-								return reader.getInt32Array( arrayLength );
-
-							case 'b':
-								return reader.getBooleanArray( arrayLength );
-
-						}
-
-					}
-
-					if ( window.Zlib === undefined ) {
-
-						throw new Error( 'FBXLoader: Import https://github.com/imaya/zlib.js' );
-
-					}
-
-					var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) );
-					var reader2 = new BinaryReader( inflate.decompress().buffer );
-
-					switch ( type ) {
-
-						case 'f':
-							return reader2.getFloat32Array( arrayLength );
-
-						case 'd':
-							return reader2.getFloat64Array( arrayLength );
-
-						case 'l':
-							return reader2.getInt64Array( arrayLength );
-
-						case 'i':
-							return reader2.getInt32Array( arrayLength );
-
-						case 'b':
-							return reader2.getBooleanArray( arrayLength );
-
-					}
-
-				case 'S':
-					var length = reader.getUint32();
-					return reader.getString( length );
-
-				case 'R':
-					var length = reader.getUint32();
-					return reader.getArrayBuffer( length );
-
-				default:
-					throw new Error( 'FBXLoader: Unknown property type ' + type );
-
-			}
-
-		}
-
-	} );
-
-
-	function BinaryReader( buffer, littleEndian ) {
-
-		this.dv = new DataView( buffer );
-		this.offset = 0;
-		this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
-
-	}
-
-	Object.assign( BinaryReader.prototype, {
-
-		getOffset: function () {
-
-			return this.offset;
-
-		},
-
-		size: function () {
-
-			return this.dv.buffer.byteLength;
-
-		},
-
-		skip: function ( length ) {
-
-			this.offset += length;
-
-		},
-
-		// seems like true/false representation depends on exporter.
-		//   true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
-		// then sees LSB.
-		getBoolean: function () {
-
-			return ( this.getUint8() & 1 ) === 1;
-
-		},
-
-		getBooleanArray: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getBoolean() );
-
-			}
-
-			return a;
-
-		},
-
-		getInt8: function () {
-
-			var value = this.dv.getInt8( this.offset );
-			this.offset += 1;
-			return value;
-
-		},
-
-		getInt8Array: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getInt8() );
-
-			}
-
-			return a;
-
-		},
-
-		getUint8: function () {
-
-			var value = this.dv.getUint8( this.offset );
-			this.offset += 1;
-			return value;
-
-		},
-
-		getUint8Array: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getUint8() );
-
-			}
-
-			return a;
-
-		},
-
-		getInt16: function () {
-
-			var value = this.dv.getInt16( this.offset, this.littleEndian );
-			this.offset += 2;
-			return value;
-
-		},
-
-		getInt16Array: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getInt16() );
-
-			}
-
-			return a;
-
-		},
-
-		getUint16: function () {
-
-			var value = this.dv.getUint16( this.offset, this.littleEndian );
-			this.offset += 2;
-			return value;
-
-		},
-
-		getUint16Array: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getUint16() );
-
-			}
-
-			return a;
-
-		},
-
-		getInt32: function () {
-
-			var value = this.dv.getInt32( this.offset, this.littleEndian );
-			this.offset += 4;
-			return value;
-
-		},
-
-		getInt32Array: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getInt32() );
-
-			}
-
-			return a;
-
-		},
-
-		getUint32: function () {
-
-			var value = this.dv.getUint32( this.offset, this.littleEndian );
-			this.offset += 4;
-			return value;
-
-		},
-
-		getUint32Array: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getUint32() );
-
-			}
-
-			return a;
-
-		},
-
-		// JavaScript doesn't support 64-bit integer so attempting to calculate by ourselves.
-		// 1 << 32 will return 1 so using multiply operation instead here.
-		// There'd be a possibility that this method returns wrong value if the value
-		// is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
-		// TODO: safely handle 64-bit integer
-		getInt64: function () {
-
-			var low, high;
-
-			if ( this.littleEndian ) {
-
-				low = this.getUint32();
-				high = this.getUint32();
-
-			} else {
-
-				high = this.getUint32();
-				low = this.getUint32();
-
-			}
-
-			// calculate negative value
-			if ( high & 0x80000000 ) {
-
-				high = ~high & 0xFFFFFFFF;
-				low = ~low & 0xFFFFFFFF;
-
-				if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
-
-				low = ( low + 1 ) & 0xFFFFFFFF;
-
-				return - ( high * 0x100000000 + low );
-
-			}
-
-			return high * 0x100000000 + low;
-
-		},
-
-		getInt64Array: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getInt64() );
-
-			}
-
-			return a;
-
-		},
-
-		// Note: see getInt64() comment
-		getUint64: function () {
-
-			var low, high;
-
-			if ( this.littleEndian ) {
-
-				low = this.getUint32();
-				high = this.getUint32();
-
-			} else {
-
-				high = this.getUint32();
-				low = this.getUint32();
-
-			}
-
-			return high * 0x100000000 + low;
-
-		},
-
-		getUint64Array: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getUint64() );
-
-			}
-
-			return a;
-
-		},
-
-		getFloat32: function () {
-
-			var value = this.dv.getFloat32( this.offset, this.littleEndian );
-			this.offset += 4;
-			return value;
-
-		},
-
-		getFloat32Array: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getFloat32() );
-
-			}
-
-			return a;
-
-		},
-
-		getFloat64: function () {
-
-			var value = this.dv.getFloat64( this.offset, this.littleEndian );
-			this.offset += 8;
-			return value;
-
-		},
-
-		getFloat64Array: function ( size ) {
-
-			var a = [];
-
-			for ( var i = 0; i < size; i ++ ) {
-
-				a.push( this.getFloat64() );
-
-			}
-
-			return a;
-
-		},
-
-		getArrayBuffer: function ( size ) {
-
-			var value = this.dv.buffer.slice( this.offset, this.offset + size );
-			this.offset += size;
-			return value;
-
-		},
-
-		getChar: function () {
-
-			return String.fromCharCode( this.getUint8() );
-
-		},
-
-		getString: function ( size ) {
-
-			var s = '';
-
-			while ( size > 0 ) {
-
-				var value = this.getUint8();
-				size--;
-
-				if ( value === 0 ) break;
-
-				s += String.fromCharCode( value );
-
-			}
-
-			this.skip( size );
-
-			return s;
-
-		}
-
-	} );
-
-
-	function FBXTree() {}
-
-	Object.assign( FBXTree.prototype, {
-
-		add: function ( key, val ) {
-
-			this[ key ] = val;
-
-		},
-
-		searchConnectionParent: function ( id ) {
-
-			if ( this.__cache_search_connection_parent === undefined ) {
-
-				this.__cache_search_connection_parent = [];
-
-			}
-
-			if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
-
-				return this.__cache_search_connection_parent[ id ];
-
-			} else {
-
-				this.__cache_search_connection_parent[ id ] = [];
-
-			}
-
-			var conns = this.Connections.properties.connections;
-
-			var results = [];
-			for ( var i = 0; i < conns.length; ++ i ) {
-
-				if ( conns[ i ][ 0 ] == id ) {
-
-					// 0 means scene root
-					var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
-					results.push( res );
-
-				}
-
-			}
-
-			if ( results.length > 0 ) {
-
-				append( this.__cache_search_connection_parent[ id ], results );
-				return results;
-
-			} else {
-
-				this.__cache_search_connection_parent[ id ] = [ - 1 ];
-				return [ - 1 ];
-
-			}
-
-		},
-
-		searchConnectionChildren: function ( id ) {
-
-			if ( this.__cache_search_connection_children === undefined ) {
-
-				this.__cache_search_connection_children = [];
-
-			}
-
-			if ( this.__cache_search_connection_children[ id ] !== undefined ) {
-
-				return this.__cache_search_connection_children[ id ];
-
-			} else {
-
-				this.__cache_search_connection_children[ id ] = [];
-
-			}
-
-			var conns = this.Connections.properties.connections;
-
-			var res = [];
-			for ( var i = 0; i < conns.length; ++ i ) {
-
-				if ( conns[ i ][ 1 ] == id ) {
-
-					// 0 means scene root
-					res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
-					// there may more than one kid, then search to the end
-
-				}
-
-			}
-
-			if ( res.length > 0 ) {
-
-				append( this.__cache_search_connection_children[ id ], res );
-				return res;
-
-			} else {
-
-				this.__cache_search_connection_children[ id ] = [ ];
-				return [ ];
-
-			}
-
-		},
-
-		searchConnectionType: function ( id, to ) {
-
-			var key = id + ',' + to; // TODO: to hash
-			if ( this.__cache_search_connection_type === undefined ) {
-
-				this.__cache_search_connection_type = {};
-
-			}
-
-			if ( this.__cache_search_connection_type[ key ] !== undefined ) {
-
-				return this.__cache_search_connection_type[ key ];
-
-			} else {
-
-				this.__cache_search_connection_type[ key ] = '';
-
-			}
-
-			var conns = this.Connections.properties.connections;
-
-			for ( var i = 0; i < conns.length; ++ i ) {
-
-				if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
-
-					// 0 means scene root
-					this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
-					return conns[ i ][ 2 ];
-
-				}
-
-			}
-
-			this.__cache_search_connection_type[ id ] = null;
-			return null;
-
-		}
-
-	} );
-
-
-	/**
-	 * @param {ArrayBuffer} buffer
-	 * @returns {boolean}
-	 */
-	function isFbxFormatBinary( buffer ) {
-
-		var CORRECT = 'Kaydara FBX Binary  \0';
-
-		return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
-
-	}
-
-	/**
-	 * @returns {boolean}
-	 */
-	function isFbxFormatASCII( text ) {
-
-		var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
-
-		var cursor = 0;
-
-		function read( offset ) {
-
-			var result = text[ offset - 1 ];
-			text = text.slice( cursor + offset );
-			cursor ++;
-			return result;
-
-		}
-
-		for ( var i = 0; i < CORRECT.length; ++ i ) {
-
-			var num = read( 1 );
-			if ( num == CORRECT[ i ] ) {
-
-				return false;
-
-			}
-
-		}
-
-		return true;
-
-	}
-
-	/**
-	 * @returns {number}
-	 */
-	function getFbxVersion( text ) {
-
-		var versionRegExp = /FBXVersion: (\d+)/;
-		var match = text.match( versionRegExp );
-		if ( match ) {
-
-			var version = parseInt( match[ 1 ] );
-			return version;
-
-		}
-		throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
-
-	}
-
-	/**
-	 * Converts FBX ticks into real time seconds.
-	 * @param {number} time - FBX tick timestamp to convert.
-	 * @returns {number} - FBX tick in real world time.
-	 */
-	function convertFBXTimeToSeconds( time ) {
-
-		// Constant is FBX ticks per second.
-		return time / 46186158000;
-
-	}
-
-	/**
-	 * Parses comma separated list of float numbers and returns them in an array.
-	 * @example
-	 * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
-	 * parseFloatArray( "5.6,9.4,2.5,1.4" )
-	 * @returns {number[]}
-	 */
-	function parseFloatArray( string ) {
-
-		var array = string.split( ',' );
-
-		for ( var i = 0, l = array.length; i < l; i ++ ) {
-
-			array[ i ] = parseFloat( array[ i ] );
-
-		}
-
-		return array;
-
-	}
-
-	/**
-	 * Parses comma separated list of int numbers and returns them in an array.
-	 * @example
-	 * // Returns [ 5, 8, 2, 3 ]
-	 * parseFloatArray( "5,8,2,3" )
-	 * @returns {number[]}
-	 */
-	function parseIntArray( string ) {
-
-		var array = string.split( ',' );
-
-		for ( var i = 0, l = array.length; i < l; i ++ ) {
-
-			array[ i ] = parseInt( array[ i ] );
-
-		}
-
-		return array;
-
-	}
-
-	/**
-	 * Parses Vector3 property from FBXTree.  Property is given as .value.x, .value.y, etc.
-	 * @param {FBXVector3} property - Property to parse as Vector3.
-	 * @returns {THREE.Vector3}
-	 */
-	function parseVector3( property ) {
-
-		return new THREE.Vector3().fromArray( property.value );
-
-	}
-
-	/**
-	 * Parses Color property from FBXTree.  Property is given as .value.x, .value.y, etc.
-	 * @param {FBXVector3} property - Property to parse as Color.
-	 * @returns {THREE.Color}
-	 */
-	function parseColor( property ) {
-
-		return new THREE.Color().fromArray( property.value );
-
-	}
-
-	function parseMatrixArray( floatString ) {
-
-		return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
-
-	}
-
-	/**
-	 * Converts ArrayBuffer to String.
-	 * @param {ArrayBuffer} buffer
-	 * @param {number} from
-	 * @param {number} to
-	 * @returns {String}
-	 */
-	function convertArrayBufferToString( buffer, from, to ) {
-
-		if ( from === undefined ) from = 0;
-		if ( to === undefined ) to = buffer.byteLength;
-
-		var array = new Uint8Array( buffer, from, to );
-
-		var s = '';
-
-		for ( var i = 0, il = array.length; i < il; i ++ ) {
-
-			s += String.fromCharCode( array[ i ] );
-
-		}
-
-		return s;
-
-	}
-
-	/**
-	 * Converts number from degrees into radians.
-	 * @param {number} value
-	 * @returns {number}
-	 */
-	function degreeToRadian( value ) {
-
-		return value * DEG2RAD;
-
-	}
-
-	var DEG2RAD = Math.PI / 180;
-
-	//
-
-	function findIndex( array, func ) {
-
-		for ( var i = 0, l = array.length; i < l; i ++ ) {
-
-			if ( func( array[ i ] ) ) return i;
-
-		}
-
-		return -1;
-
-	}
-
-	function append( a, b ) {
-
-		for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
-
-			a[ j ] = b[ i ];
-
-		}
-
-	}
-
-	function slice( a, b, from, to ) {
-
-		for ( var i = from, j = 0; i < to; i ++, j ++ ) {
-
-			a[ j ] = b[ i ];
-
-		}
-
-		return a;
-
-	}
-
-} )();

+ 1 - 1
examples/webgl_loader_fbx.html

@@ -36,7 +36,7 @@
 
 		<script src="js/curves/NURBSCurve.js"></script>
 		<script src="js/curves/NURBSUtils.js"></script>
-		<script src="js/loaders/FBXLoader2.js"></script>
+		<script src="js/loaders/FBXLoader.js"></script>
 
 		<script src="js/Detector.js"></script>
 		<script src="js/libs/stats.min.js"></script>

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