Nikolay Suslov 7 gadi atpakaļ
vecāks
revīzija
55bbeda8b7

+ 10 - 4
public/ohmlang-lsys/index.vwf.yaml

@@ -5,10 +5,16 @@ extends: http://vwf.example.com/aframe/ascene.vwf
 properties:
     assets: "assets.json"
 children:
-    sky:
-        extends: http://vwf.example.com/aframe/a-sun-sky.vwf
-        properties:
-            sunPosition: "-0.2 5 -5"
+    skySun:
+        extends: http://vwf.example.com/aframe/aentity.vwf
+        children:
+            sun:
+                extends: http://vwf.example.com/aframe/app-sun-component.vwf
+    newSky:
+        extends: http://vwf.example.com/aframe/aentity.vwf
+        children:
+            skyshader:
+                extends: http://vwf.example.com/aframe/app-skyshader-component.vwf
     groundPlane:
         extends: http://vwf.example.com/aframe/aplane.vwf
         properties:

+ 10 - 4
public/osc-example/index.vwf.yaml

@@ -125,7 +125,13 @@ children:
                         number: function(_) {return parseFloat(this.sourceString)},
                         propSingle: function(_){return this.sourceString}
                     });     
-  sky:
-    extends: http://vwf.example.com/aframe/a-sun-sky.vwf
-    properties:
-      sunPosition: "-0.2 5 -5"
+  skySun:
+    extends: http://vwf.example.com/aframe/aentity.vwf
+    children:
+      sun:
+        extends: http://vwf.example.com/aframe/app-sun-component.vwf
+  newSky:
+    extends: http://vwf.example.com/aframe/aentity.vwf
+    children:
+      skyshader:
+        extends: http://vwf.example.com/aframe/app-skyshader-component.vwf

+ 22 - 4
support/client/lib/vwf.js

@@ -286,12 +286,20 @@
                      "vwf/model/aframe/addon/aframe-interpolation": {
                         deps: [ "vwf/model/aframe/aframe-master" ]
                     },
-                    "vwf/model/aframe/extras/aframe-extras": {
+                    "vwf/model/aframe/extras/aframe-extras.loaders": {
                         deps: [ "vwf/model/aframe/aframe-master" ]
                     },
                     "vwf/model/aframe/addon/aframe-sun-sky": {
                         deps: [ "vwf/model/aframe/aframe-master" ]
                     },
+
+                    "vwf/model/aframe/addon/aframe-gamepad-controls.min": {
+                        deps: [ "vwf/model/aframe/aframe-master" ]
+                    },
+                    "vwf/model/aframe/addon/SkyShader": {
+                        deps: [ "vwf/model/aframe/aframe-master" ]
+                    },
+
                     "vwf/model/aframe/addon/BVHLoader": {
                         deps: [ "vwf/model/aframe/aframe-master" ]
                     },
@@ -304,8 +312,9 @@
                     
                     "vwf/model/aframe/addon/aframe-components": {
                         deps: [ "vwf/model/aframe/aframe-master",
-                        "vwf/model/aframe/extras/aframe-extras",
+                        "vwf/model/aframe/extras/aframe-extras.loaders",
                         "vwf/model/aframe/addon/aframe-sun-sky",
+                        "vwf/model/aframe/addon/SkyShader",
                         "vwf/model/aframe/addon/BVHLoader",
                         "vwf/model/aframe/addon/TransformControls",
                         "vwf/model/aframe/addon/THREE.MeshLine"
@@ -330,12 +339,19 @@
                 { library: "vwf/model/osc", active: true },
               
 
+                { library: "vwf/model/aframe/addon/aframe-components", 
+                linkedLibraries: [ "vwf/model/aframe/addon/SkyShader" ], 
+                active: false 
+            },
+
                   { library: "vwf/model/aframe", 
                     linkedLibraries: [ "vwf/model/aframe/aframe-master",
-                    "vwf/model/aframe/extras/aframe-extras",
+                    "vwf/model/aframe/extras/aframe-extras.loaders",
                     "vwf/model/aframe/addon/aframe-interpolation",
                     "vwf/model/aframe/addon/aframe-sun-sky",
                     "vwf/model/aframe/addon/aframe-components",
+                    "vwf/model/aframe/addon/SkyShader",
+                    "vwf/model/aframe/addon/aframe-gamepad-controls.min",
                     "vwf/model/aframe/addon/BVHLoader",
                     "vwf/model/aframe/addon/TransformControls",
                     "vwf/model/aframe/addon/THREE.MeshLine"    
@@ -361,7 +377,7 @@
                 
                  { library: "vwf/view/aframe", active: false },
                 { library: "vwf/model/aframe/aframe-master", active: false },
-                { library: "vwf/model/aframe/extras/aframe-extras", active: false },
+                { library: "vwf/model/aframe/extras/aframe-extras.loaders", active: false },
                 { library: "vwf/model/aframe/addon/aframe-interpolation", active: false },
                 { library: "vwf/model/aframe/addon/aframe-sun-sky", active: false },
                 { library: "vwf/model/aframe/addon/aframe-components", active: false },
@@ -369,6 +385,8 @@
                 { library: "vwf/model/aframe/addon/TransformControls", active: false },
                 { library: "vwf/model/aframe/addon/THREE.MeshLine", active: false },
                 
+                { library: "vwf/model/aframe/addon/SkyShader", active: false },
+                { library: "vwf/model/aframe/addon/aframe-gamepad-controls.min", active: false },
 
                 { library: "vwf/view/aframeComponent", active: true },
 

+ 226 - 0
support/client/lib/vwf/model/aframe/addon/SkyShader.js

@@ -0,0 +1,226 @@
+/**
+ * @author zz85 / https://github.com/zz85
+ *
+ * Based on "A Practical Analytic Model for Daylight"
+ * aka The Preetham Model, the de facto standard analytic skydome model
+ * http://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf
+ *
+ * First implemented by Simon Wallner
+ * http://www.simonwallner.at/projects/atmospheric-scattering
+ *
+ * Improved by Martin Upitis
+ * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
+ *
+ * Three.js integration by zz85 http://twitter.com/blurspline
+*/
+
+THREE.Sky = function () {
+
+	var skyShader = THREE.Sky.SkyShader;
+
+	var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
+
+	var skyMat = new THREE.ShaderMaterial( {
+		fragmentShader: skyShader.fragmentShader,
+		vertexShader: skyShader.vertexShader,
+		uniforms: skyUniforms,
+		side: THREE.BackSide
+	} );
+
+	var skyGeo = new THREE.SphereBufferGeometry( 5000, 32, 15 );
+	var skyMesh = new THREE.Mesh( skyGeo, skyMat );
+
+	// Expose variables
+	this.mesh = skyMesh;
+	this.uniforms = skyUniforms;
+
+};
+
+THREE.Sky.SkyShader = {
+
+	uniforms: {
+		luminance: { value: 1 },
+		turbidity: { value: 2 },
+		rayleigh: { value: 1 },
+		mieCoefficient: { value: 0.005 },
+		mieDirectionalG: { value: 0.8 },
+		sunPosition: { value: new THREE.Vector3() }
+	},
+
+	vertexShader: [
+		'uniform vec3 sunPosition;',
+		'uniform float rayleigh;',
+		'uniform float turbidity;',
+		'uniform float mieCoefficient;',
+
+		'varying vec3 vWorldPosition;',
+		'varying vec3 vSunDirection;',
+		'varying float vSunfade;',
+		'varying vec3 vBetaR;',
+		'varying vec3 vBetaM;',
+		'varying float vSunE;',
+
+		'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
+
+		// constants for atmospheric scattering
+		'const float e = 2.71828182845904523536028747135266249775724709369995957;',
+		'const float pi = 3.141592653589793238462643383279502884197169;',
+
+		// wavelength of used primaries, according to preetham
+		'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );',
+		// this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
+		// (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
+		'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );',
+
+		// mie stuff
+		// K coefficient for the primaries
+		'const float v = 4.0;',
+		'const vec3 K = vec3( 0.686, 0.678, 0.666 );',
+		// MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
+		'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );',
+
+		// earth shadow hack
+		// cutoffAngle = pi / 1.95;
+		'const float cutoffAngle = 1.6110731556870734;',
+		'const float steepness = 1.5;',
+		'const float EE = 1000.0;',
+
+		'float sunIntensity( float zenithAngleCos ) {',
+		'	zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );',
+		'	return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );',
+		'}',
+
+		'vec3 totalMie( float T ) {',
+		'	float c = ( 0.2 * T ) * 10E-18;',
+		'	return 0.434 * c * MieConst;',
+		'}',
+
+		'void main() {',
+
+		'	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
+		'	vWorldPosition = worldPosition.xyz;',
+
+		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
+
+		'	vSunDirection = normalize( sunPosition );',
+
+		'	vSunE = sunIntensity( dot( vSunDirection, up ) );',
+
+		'	vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );',
+
+		'	float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );',
+
+		// extinction (absorbtion + out scattering)
+		// rayleigh coefficients
+		'	vBetaR = totalRayleigh * rayleighCoefficient;',
+
+		// mie coefficients
+		'	vBetaM = totalMie( turbidity ) * mieCoefficient;',
+
+		'}'
+	].join( '\n' ),
+
+	fragmentShader: [
+		'varying vec3 vWorldPosition;',
+		'varying vec3 vSunDirection;',
+		'varying float vSunfade;',
+		'varying vec3 vBetaR;',
+		'varying vec3 vBetaM;',
+		'varying float vSunE;',
+
+		'uniform float luminance;',
+		'uniform float mieDirectionalG;',
+
+		'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );',
+
+		// constants for atmospheric scattering
+		'const float pi = 3.141592653589793238462643383279502884197169;',
+
+		'const float n = 1.0003;', // refractive index of air
+		'const float N = 2.545E25;', // number of molecules per unit volume for air at
+									// 288.15K and 1013mb (sea level -45 celsius)
+
+		// optical length at zenith for molecules
+		'const float rayleighZenithLength = 8.4E3;',
+		'const float mieZenithLength = 1.25E3;',
+		'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
+		// 66 arc seconds -> degrees, and the cosine of that
+		'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;',
+
+		// 3.0 / ( 16.0 * pi )
+		'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;',
+		// 1.0 / ( 4.0 * pi )
+		'const float ONE_OVER_FOURPI = 0.07957747154594767;',
+
+		'float rayleighPhase( float cosTheta ) {',
+		'	return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );',
+		'}',
+
+		'float hgPhase( float cosTheta, float g ) {',
+		'	float g2 = pow( g, 2.0 );',
+		'	float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );',
+		'	return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );',
+		'}',
+
+		// Filmic ToneMapping http://filmicgames.com/archives/75
+		'const float A = 0.15;',
+		'const float B = 0.50;',
+		'const float C = 0.10;',
+		'const float D = 0.20;',
+		'const float E = 0.02;',
+		'const float F = 0.30;',
+
+		'const float whiteScale = 1.0748724675633854;', // 1.0 / Uncharted2Tonemap(1000.0)
+
+		'vec3 Uncharted2Tonemap( vec3 x ) {',
+		'	return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;',
+		'}',
+
+
+		'void main() {',
+		// optical length
+		// cutoff angle at 90 to avoid singularity in next formula.
+		'	float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );',
+		'	float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );',
+		'	float sR = rayleighZenithLength * inverse;',
+		'	float sM = mieZenithLength * inverse;',
+
+		// combined extinction factor
+		'	vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );',
+
+		// in scattering
+		'	float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );',
+
+		'	float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );',
+		'	vec3 betaRTheta = vBetaR * rPhase;',
+
+		'	float mPhase = hgPhase( cosTheta, mieDirectionalG );',
+		'	vec3 betaMTheta = vBetaM * mPhase;',
+
+		'	vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );',
+		'	Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );',
+
+		// nightsky
+		'	vec3 direction = normalize( vWorldPosition - cameraPos );',
+		'	float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]',
+		'	float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]',
+		'	vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );',
+		'	vec3 L0 = vec3( 0.1 ) * Fex;',
+
+		// composition + solar disc
+		'	float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );',
+		'	L0 += ( vSunE * 19000.0 * Fex ) * sundisk;',
+
+		'	vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );',
+
+		'	vec3 curr = Uncharted2Tonemap( ( log2( 2.0 / pow( luminance, 4.0 ) ) ) * texColor );',
+		'	vec3 color = curr * whiteScale;',
+
+		'	vec3 retColor = pow( color, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );',
+
+		'	gl_FragColor = vec4( retColor, 1.0 );',
+
+		'}'
+	].join( '\n' )
+
+};

+ 82 - 1
support/client/lib/vwf/model/aframe/addon/aframe-components.js

@@ -275,4 +275,85 @@ AFRAME.registerComponent('envmap', {
     tick: function (t) {
 
     }
-})
+})
+
+ //https://threejs.org/examples/webgl_shaders_sky.html
+
+ AFRAME.registerComponent('skyshader', {
+    
+    
+        init: function () {
+    
+            let sunSphereEl = document.querySelector('a-scene').querySelector('#sun');
+            this.sunSphere = sunSphereEl.object3D;
+    
+            this.sky = new THREE.Sky();
+            let scene = this.el.sceneEl;
+    
+    
+            let effectController = {
+                turbidity: 5,
+                rayleigh: 2,
+                mieCoefficient: 0.005,
+                mieDirectionalG: 0.8,
+                luminance: 1,
+                inclination: 0, // elevation / inclination
+                azimuth: 0.25, // Facing front,
+                sun: ! true
+            };
+    
+            let uniforms = this.sky.uniforms;
+            uniforms.turbidity.value = effectController.turbidity;
+            uniforms.rayleigh.value = effectController.rayleigh;
+            uniforms.luminance.value = effectController.luminance;
+            uniforms.mieCoefficient.value = effectController.mieCoefficient;
+            uniforms.mieDirectionalG.value = effectController.mieDirectionalG;
+    
+            this.el.setObject3D('mesh', this.sky.mesh);
+    
+            let distance = 400000;
+    
+            var theta = Math.PI * (effectController.inclination - 0.5);
+            var phi = 2 * Math.PI * (effectController.azimuth - 0.5);
+    
+            this.sunSphere.position.x = distance * Math.cos(phi);
+            this.sunSphere.position.y = distance * Math.sin(phi) * Math.sin(theta);
+            this.sunSphere.position.z = distance * Math.sin(phi) * Math.cos(theta);
+    
+            this.sunSphere.visible = effectController.sun;
+            this.sky.uniforms.sunPosition.value.copy(this.sunSphere.position);
+    
+    
+        },
+    
+        update: function () {
+    
+        },
+    
+        tick: function (t) {
+    
+        }
+    })
+    
+    AFRAME.registerComponent('sun', {
+    
+    
+        init: function () {
+    
+            this.sunSphere = new THREE.Mesh(
+                new THREE.SphereBufferGeometry(20000, 16, 8),
+                new THREE.MeshBasicMaterial({ color: 0xffffff })
+            );
+            this.sunSphere.position.y = - 700000;
+            this.sunSphere.visible = true;
+    
+            this.el.setObject3D('mesh', this.sunSphere);
+    
+        },
+    
+        update: function () {
+        },
+    
+        tick: function (t) {
+        }
+    })

+ 6369 - 0
support/client/lib/vwf/model/aframe/addon/aframe-extras.loaders.js

@@ -0,0 +1,6369 @@
+(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
+require('./src/loaders').registerAll();
+},{"./src/loaders":9}],2:[function(require,module,exports){
+/**
+ * @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.
+   */
+  module.exports = 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 = THREE.Loader.prototype.extractUrlBase( url );
+
+      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( 'THREE.FBXLoader: Unknown format.' );
+
+        }
+
+        if ( getFbxVersion( FBXText ) < 7000 ) {
+
+          throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
+
+        }
+
+        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/data URL)>}
+   */
+  function parseImages( FBXTree ) {
+
+    /**
+     * @type {Map<number, string(image blob/data 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/data URL
+   */
+  function parseImage( videoNode ) {
+
+    var content = videoNode.properties.Content;
+    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;
+
+    }
+
+    if ( typeof content === 'string' ) {
+
+      return 'data:' + type + ';base64,' + content;
+
+    } else {
+
+      var array = new Uint8Array( content );
+      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/data 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/data 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 || fileName.indexOf( 'data:' ) === 0 ) {
+
+      loader.setPath( undefined );
+
+    }
+
+    /**
+     * @type {THREE.Texture}
+     */
+    var texture = loader.load( fileName );
+    texture.name = name;
+    texture.FBX_ID = FBX_ID;
+
+    var wrapModeU = textureNode.properties.WrapModeU;
+    var wrapModeV = textureNode.properties.WrapModeV;
+
+    var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
+    var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
+
+    // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
+    // 0: repeat(default), 1: clamp
+
+    texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
+    texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
+
+    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 );
+        if ( material !== null ) 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;
+
+    }
+
+    // Seems like FBX can include unused materials which don't have any connections.
+    // Ignores them so far.
+    if ( ! connections.has( FBX_ID ) ) return null;
+
+    var children = connections.get( FBX_ID ).children;
+
+    var parameters = parseParameters( materialNode.properties, textureMap, children );
+
+    var material;
+
+    switch ( type.toLowerCase() ) {
+
+      case 'phong':
+        material = new THREE.MeshPhongMaterial();
+        break;
+      case 'lambert':
+        material = new THREE.MeshLambertMaterial();
+        break;
+      default:
+        console.warn( 'THREE.FBXLoader: No implementation given for material type %s in FBXLoader.js. Defaulting to standard material.', type );
+        material = new THREE.MeshStandardMaterial( { 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 'Bump':
+        case ' "Bump':
+          parameters.bumpMap = textureMap.get( relationship.ID );
+          break;
+
+        case 'NormalMap':
+        case ' "NormalMap':
+          parameters.normalMap = textureMap.get( relationship.ID );
+          break;
+
+        case 'AmbientColor':
+        case 'EmissiveColor':
+        case ' "AmbientColor':
+        case ' "EmissiveColor':
+        default:
+          console.warn( 'THREE.FBXLoader: Unknown texture application of type %s, skipping texture.', type );
+          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 weightTable = {};
+
+    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 ];
+          var weight = subDeformer.weights[ j ];
+
+          if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
+
+          weightTable[ index ].push( {
+            id: subDeformer.index,
+            weight: weight
+          } );
+
+        }
+
+      }
+
+    }
+
+    var faceVertexBuffer = [];
+    var polygonIndex = 0;
+    var displayedWeightsWarning = false;
+
+    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 ) {
+
+        if ( weightTable[ vertexIndex ] !== undefined ) {
+
+          var array = weightTable[ vertexIndex ];
+
+          for ( var j = 0, jl = array.length; j < jl; j ++ ) {
+
+            weights.push( array[ j ].weight );
+            weightIndices.push( array[ j ].id );
+
+          }
+
+        }
+
+        if ( weights.length > 4 ) {
+
+          if ( ! displayedWeightsWarning ) {
+
+            console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
+            displayedWeightsWarning = true;
+
+          }
+
+          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: The loader 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( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, 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 = materials;
+
+            } else if ( materials.length > 0 ) {
+
+              material = materials[ 0 ];
+
+            } else {
+
+              material = new THREE.MeshStandardMaterial( { 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;
+
+        // Seems like some FBX files have AnimationCurveNode
+        // which doesn't have any connected AnimationCurve.
+        // Setting animation parameter for them here.
+
+        if ( curves.x === null ) {
+
+          curves.x = {
+            version: null,
+            times: [ 0.0 ],
+            values: [ 0.0 ]
+          };
+
+        }
+
+        if ( curves.y === null ) {
+
+          curves.y = {
+            version: null,
+            times: [ 0.0 ],
+            values: [ 0.0 ]
+          };
+
+        }
+
+        if ( curves.z === null ) {
+
+          curves.z = {
+            version: null,
+            times: [ 0.0 ],
+            values: [ 0.0 ]
+          };
+
+        }
+
+        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( 'THREE.FBXLoader: ', bone );
+      console.log( 'THREE.FBXLoader: ', 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 lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {
+
+        var l = split[ lineNum ];
+
+        // skip comment line
+        if ( l.match( /^[\s\t]*;/ ) ) {
+
+          continue;
+
+        }
+
+        // skip empty line
+        if ( l.match( /^[\s\t]*$/ ) ) {
+
+          continue;
+
+        }
+
+        // beginning of node
+        var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
+        var match = l.match( beginningOfNodeExp );
+
+        if ( match ) {
+
+          var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
+          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();
+
+          // for special case: base64 image data follows "Content: ," line
+          //  Content: ,
+          //   "iVB..."
+          if ( propName === 'Content' && propValue === ',' ) {
+
+            propValue = split[ ++ lineNum ].replace( /"/g, '' ).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 children 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( 'THREE.FBXLoader: 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 (at least 1byte?)
+      //   (seems like some exporters embed fixed 15 or 16bytes?)
+      // - 4bytes: magic
+      // - 4bytes: version
+      // - 120bytes: zero
+      // - 16bytes: magic
+      if ( reader.size() % 16 === 0 ) {
+
+        return ( ( reader.getOffset() + 160 + 16 ) & ~0xf ) >= reader.size();
+
+      } else {
+
+        return reader.getOffset() + 160 + 16 >= 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( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from 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( 'THREE.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( 'THREE.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 );
+
+    if ( window.TextDecoder !== undefined ) {
+
+      return new TextDecoder().decode( array );
+
+    }
+
+    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;
+
+  }
+
+} )();
+
+},{}],3:[function(require,module,exports){
+/**
+ * @author Wei Meng / http://about.me/menway
+ *
+ * Description: A THREE loader for PLY ASCII files (known as the Polygon File Format or the Stanford Triangle Format).
+ *
+ *
+ * Limitations: ASCII decoding assumes file is UTF-8.
+ *
+ * Usage:
+ *  var loader = new THREE.PLYLoader();
+ *  loader.load('./models/ply/ascii/dolphins.ply', function (geometry) {
+ *
+ *    scene.add( new THREE.Mesh( geometry ) );
+ *
+ *  } );
+ *
+ * If the PLY file uses non standard property names, they can be mapped while
+ * loading. For example, the following maps the properties
+ * “diffuse_(red|green|blue)” in the file to standard color names.
+ *
+ * loader.setPropertyNameMapping( {
+ *  diffuse_red: 'red',
+ *  diffuse_green: 'green',
+ *  diffuse_blue: 'blue'
+ * } );
+ *
+ */
+
+module.exports = THREE.PLYLoader = function ( manager ) {
+
+  this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+  this.propertyNameMapping = {};
+
+};
+
+THREE.PLYLoader.prototype = {
+
+  constructor: THREE.PLYLoader,
+
+  load: function ( url, onLoad, onProgress, onError ) {
+
+    var scope = this;
+
+    var loader = new THREE.XHRLoader( this.manager );
+    loader.setResponseType( 'arraybuffer' );
+    loader.load( url, function ( text ) {
+
+      onLoad( scope.parse( text ) );
+
+    }, onProgress, onError );
+
+  },
+
+  setPropertyNameMapping: function ( mapping ) {
+
+    this.propertyNameMapping = mapping;
+
+  },
+
+  bin2str: function ( buf ) {
+
+    var array_buffer = new Uint8Array( buf );
+    var str = '';
+    for ( var i = 0; i < buf.byteLength; i ++ ) {
+
+      str += String.fromCharCode( array_buffer[ i ] ); // implicitly assumes little-endian
+
+    }
+
+    return str;
+
+  },
+
+  isASCII: function( data ) {
+
+    var header = this.parseHeader( this.bin2str( data ) );
+
+    return header.format === "ascii";
+
+  },
+
+  parse: function ( data ) {
+
+    if ( data instanceof ArrayBuffer ) {
+
+      return this.isASCII( data )
+        ? this.parseASCII( this.bin2str( data ) )
+        : this.parseBinary( data );
+
+    } else {
+
+      return this.parseASCII( data );
+
+    }
+
+  },
+
+  parseHeader: function ( data ) {
+
+    var patternHeader = /ply([\s\S]*)end_header\s/;
+    var headerText = "";
+    var headerLength = 0;
+    var result = patternHeader.exec( data );
+    if ( result !== null ) {
+
+      headerText = result [ 1 ];
+      headerLength = result[ 0 ].length;
+
+    }
+
+    var header = {
+      comments: [],
+      elements: [],
+      headerLength: headerLength
+    };
+
+    var lines = headerText.split( '\n' );
+    var currentElement = undefined;
+    var lineType, lineValues;
+
+    function make_ply_element_property( propertValues, propertyNameMapping ) {
+
+      var property = {
+        type: propertValues[ 0 ]
+      };
+
+      if ( property.type === 'list' ) {
+
+        property.name = propertValues[ 3 ];
+        property.countType = propertValues[ 1 ];
+        property.itemType = propertValues[ 2 ];
+
+      } else {
+
+        property.name = propertValues[ 1 ];
+
+      }
+
+      if ( property.name in propertyNameMapping ) {
+
+        property.name = propertyNameMapping[ property.name ];
+
+      }
+
+      return property;
+
+    }
+
+    for ( var i = 0; i < lines.length; i ++ ) {
+
+      var line = lines[ i ];
+      line = line.trim();
+      if ( line === "" ) {
+
+        continue;
+
+      }
+      lineValues = line.split( /\s+/ );
+      lineType = lineValues.shift();
+      line = lineValues.join( " " );
+
+      switch ( lineType ) {
+
+      case "format":
+
+        header.format = lineValues[ 0 ];
+        header.version = lineValues[ 1 ];
+
+        break;
+
+      case "comment":
+
+        header.comments.push( line );
+
+        break;
+
+      case "element":
+
+        if ( ! ( currentElement === undefined ) ) {
+
+          header.elements.push( currentElement );
+
+        }
+
+        currentElement = Object();
+        currentElement.name = lineValues[ 0 ];
+        currentElement.count = parseInt( lineValues[ 1 ] );
+        currentElement.properties = [];
+
+        break;
+
+      case "property":
+
+        currentElement.properties.push( make_ply_element_property( lineValues, this.propertyNameMapping ) );
+
+        break;
+
+
+      default:
+
+        console.log( "unhandled", lineType, lineValues );
+
+      }
+
+    }
+
+    if ( ! ( currentElement === undefined ) ) {
+
+      header.elements.push( currentElement );
+
+    }
+
+    return header;
+
+  },
+
+  parseASCIINumber: function ( n, type ) {
+
+    switch ( type ) {
+
+    case 'char': case 'uchar': case 'short': case 'ushort': case 'int': case 'uint':
+    case 'int8': case 'uint8': case 'int16': case 'uint16': case 'int32': case 'uint32':
+
+      return parseInt( n );
+
+    case 'float': case 'double': case 'float32': case 'float64':
+
+      return parseFloat( n );
+
+    }
+
+  },
+
+  parseASCIIElement: function ( properties, line ) {
+
+    var values = line.split( /\s+/ );
+
+    var element = Object();
+
+    for ( var i = 0; i < properties.length; i ++ ) {
+
+      if ( properties[ i ].type === "list" ) {
+
+        var list = [];
+        var n = this.parseASCIINumber( values.shift(), properties[ i ].countType );
+
+        for ( var j = 0; j < n; j ++ ) {
+
+          list.push( this.parseASCIINumber( values.shift(), properties[ i ].itemType ) );
+
+        }
+
+        element[ properties[ i ].name ] = list;
+
+      } else {
+
+        element[ properties[ i ].name ] = this.parseASCIINumber( values.shift(), properties[ i ].type );
+
+      }
+
+    }
+
+    return element;
+
+  },
+
+  parseASCII: function ( data ) {
+
+    // PLY ascii format specification, as per http://en.wikipedia.org/wiki/PLY_(file_format)
+
+    var geometry = new THREE.Geometry();
+
+    var result;
+
+    var header = this.parseHeader( data );
+
+    var patternBody = /end_header\s([\s\S]*)$/;
+    var body = "";
+    if ( ( result = patternBody.exec( data ) ) !== null ) {
+
+      body = result [ 1 ];
+
+    }
+
+    var lines = body.split( '\n' );
+    var currentElement = 0;
+    var currentElementCount = 0;
+    geometry.useColor = false;
+
+    for ( var i = 0; i < lines.length; i ++ ) {
+
+      var line = lines[ i ];
+      line = line.trim();
+      if ( line === "" ) {
+
+        continue;
+
+      }
+
+      if ( currentElementCount >= header.elements[ currentElement ].count ) {
+
+        currentElement ++;
+        currentElementCount = 0;
+
+      }
+
+      var element = this.parseASCIIElement( header.elements[ currentElement ].properties, line );
+
+      this.handleElement( geometry, header.elements[ currentElement ].name, element );
+
+      currentElementCount ++;
+
+    }
+
+    return this.postProcess( geometry );
+
+  },
+
+  postProcess: function ( geometry ) {
+
+    if ( geometry.useColor ) {
+
+      for ( var i = 0; i < geometry.faces.length; i ++ ) {
+
+        geometry.faces[ i ].vertexColors = [
+          geometry.colors[ geometry.faces[ i ].a ],
+          geometry.colors[ geometry.faces[ i ].b ],
+          geometry.colors[ geometry.faces[ i ].c ]
+        ];
+
+      }
+
+      geometry.elementsNeedUpdate = true;
+
+    }
+
+    geometry.computeBoundingSphere();
+
+    return geometry;
+
+  },
+
+  handleElement: function ( geometry, elementName, element ) {
+
+    if ( elementName === "vertex" ) {
+
+      geometry.vertices.push(
+        new THREE.Vector3( element.x, element.y, element.z )
+      );
+
+      if ( 'red' in element && 'green' in element && 'blue' in element ) {
+
+        geometry.useColor = true;
+
+        var color = new THREE.Color();
+        color.setRGB( element.red / 255.0, element.green / 255.0, element.blue / 255.0 );
+        geometry.colors.push( color );
+
+      }
+
+    } else if ( elementName === "face" ) {
+
+      // BEGIN: Edits by donmccurdy.
+      var vertex_indices = element.vertex_indices || element.vertex_index;
+      // END: Edits by donmccurdy.
+
+      if ( vertex_indices.length === 3 ) {
+
+        geometry.faces.push(
+          new THREE.Face3( vertex_indices[ 0 ], vertex_indices[ 1 ], vertex_indices[ 2 ] )
+        );
+
+      } else if ( vertex_indices.length === 4 ) {
+
+        geometry.faces.push(
+          new THREE.Face3( vertex_indices[ 0 ], vertex_indices[ 1 ], vertex_indices[ 3 ] ),
+          new THREE.Face3( vertex_indices[ 1 ], vertex_indices[ 2 ], vertex_indices[ 3 ] )
+        );
+
+      }
+
+    }
+
+  },
+
+  binaryRead: function ( dataview, at, type, little_endian ) {
+
+    switch ( type ) {
+
+      // corespondences for non-specific length types here match rply:
+    case 'int8':    case 'char':   return [ dataview.getInt8( at ), 1 ];
+
+    case 'uint8':   case 'uchar':  return [ dataview.getUint8( at ), 1 ];
+
+    case 'int16':   case 'short':  return [ dataview.getInt16( at, little_endian ), 2 ];
+
+    case 'uint16':  case 'ushort': return [ dataview.getUint16( at, little_endian ), 2 ];
+
+    case 'int32':   case 'int':    return [ dataview.getInt32( at, little_endian ), 4 ];
+
+    case 'uint32':  case 'uint':   return [ dataview.getUint32( at, little_endian ), 4 ];
+
+    case 'float32': case 'float':  return [ dataview.getFloat32( at, little_endian ), 4 ];
+
+    case 'float64': case 'double': return [ dataview.getFloat64( at, little_endian ), 8 ];
+
+    }
+
+  },
+
+  binaryReadElement: function ( dataview, at, properties, little_endian ) {
+
+    var element = Object();
+    var result, read = 0;
+
+    for ( var i = 0; i < properties.length; i ++ ) {
+
+      if ( properties[ i ].type === "list" ) {
+
+        var list = [];
+
+        result = this.binaryRead( dataview, at + read, properties[ i ].countType, little_endian );
+        var n = result[ 0 ];
+        read += result[ 1 ];
+
+        for ( var j = 0; j < n; j ++ ) {
+
+          result = this.binaryRead( dataview, at + read, properties[ i ].itemType, little_endian );
+          list.push( result[ 0 ] );
+          read += result[ 1 ];
+
+        }
+
+        element[ properties[ i ].name ] = list;
+
+      } else {
+
+        result = this.binaryRead( dataview, at + read, properties[ i ].type, little_endian );
+        element[ properties[ i ].name ] = result[ 0 ];
+        read += result[ 1 ];
+
+      }
+
+    }
+
+    return [ element, read ];
+
+  },
+
+  parseBinary: function ( data ) {
+
+    var geometry = new THREE.Geometry();
+
+    var header = this.parseHeader( this.bin2str( data ) );
+    var little_endian = ( header.format === "binary_little_endian" );
+    var body = new DataView( data, header.headerLength );
+    var result, loc = 0;
+
+    for ( var currentElement = 0; currentElement < header.elements.length; currentElement ++ ) {
+
+      for ( var currentElementCount = 0; currentElementCount < header.elements[ currentElement ].count; currentElementCount ++ ) {
+
+        result = this.binaryReadElement( body, loc, header.elements[ currentElement ].properties, little_endian );
+        loc += result[ 1 ];
+        var element = result[ 0 ];
+
+        this.handleElement( geometry, header.elements[ currentElement ].name, element );
+
+      }
+
+    }
+
+    return this.postProcess( geometry );
+
+  }
+
+};
+
+},{}],4:[function(require,module,exports){
+/**
+ * Source: https://github.com/Adobe-Marketing-Cloud/fetch-script
+ */
+
+function getScriptId() {
+  return 'script_' + Date.now() + '_' + Math.ceil(Math.random() * 100000);
+}
+
+function createScript(url, id) {
+  var script = document.createElement('script');
+  script.type = 'text/javascript';
+  script.async = true;
+  script.id = id;
+  script.src = url;
+
+  return script;
+}
+
+function removeScript(id) {
+  const script = document.getElementById(id);
+  const parent = script.parentNode;
+
+  try {
+    parent && parent.removeChild(script);
+  } catch (e) {
+    // ignore
+  }
+}
+
+function appendScript(script) {
+  const firstScript = document.getElementsByTagName('script')[0];
+  firstScript.parentNode.insertBefore(script, firstScript);
+}
+
+function fetchScriptInternal(url, options, Promise) {
+  return new Promise(function(resolve, reject) {
+    const timeout = options.timeout || 5000;
+    const scriptId = getScriptId();
+    const script = createScript(url, scriptId);
+
+    const timeoutId = setTimeout(function() {
+      reject(new Error('Script request to ' + url + ' timed out'));
+
+      removeScript(scriptId);
+    }, timeout);
+
+    const disableTimeout = function(timeoutId) { clearTimeout(timeoutId); };
+
+    script.addEventListener('load', function(e) {
+      resolve({ok: true});
+
+      disableTimeout(timeoutId);
+      removeScript(scriptId);
+    });
+
+    script.addEventListener('error', function(e) {
+      reject(new Error('Script request to ' + url + ' failed ' + e));
+
+      disableTimeout(timeoutId);
+      removeScript(scriptId);
+    });
+
+    appendScript(script);
+  });
+}
+
+function fetchScript(settings) {
+  settings = settings || {};
+  return function (url, options) {
+    options = options || {};
+    return fetchScriptInternal(url, options, settings.Promise || Promise);
+  };
+}
+
+module.exports = fetchScript;
+
+},{}],5:[function(require,module,exports){
+var LoopMode = {
+  once: THREE.LoopOnce,
+  repeat: THREE.LoopRepeat,
+  pingpong: THREE.LoopPingPong
+};
+
+/**
+ * animation-mixer
+ *
+ * Player for animation clips. Intended to be compatible with any model format that supports
+ * skeletal or morph animations through THREE.AnimationMixer.
+ * See: https://threejs.org/docs/?q=animation#Reference/Animation/AnimationMixer
+ */
+module.exports = {
+  schema: {
+    clip:  {default: '*'},
+    duration: {default: 0},
+    crossFadeDuration: {default: 0},
+    loop: {default: 'repeat', oneOf: Object.keys(LoopMode)},
+    repetitions: {default: Infinity, min: 0}
+  },
+
+  init: function () {
+    /** @type {THREE.Mesh} */
+    this.model = null;
+    /** @type {THREE.AnimationMixer} */
+    this.mixer = null;
+    /** @type {Array<THREE.AnimationAction>} */
+    this.activeActions = [];
+
+    var model = this.el.getObject3D('mesh');
+
+    if (model) {
+      this.load(model);
+    } else {
+      this.el.addEventListener('model-loaded', function(e) {
+        this.load(e.detail.model);
+      }.bind(this));
+    }
+  },
+
+  load: function (model) {
+    var el = this.el;
+    this.model = model;
+    this.mixer = new THREE.AnimationMixer(model);
+    this.mixer.addEventListener('loop', function (e) {
+      el.emit('animation-loop', {action: e.action, loopDelta: e.loopDelta});
+    }.bind(this));
+    this.mixer.addEventListener('finished', function (e) {
+      el.emit('animation-finished', {action: e.action, direction: e.direction});
+    }.bind(this));
+    if (this.data.clip) this.update({});
+  },
+
+  remove: function () {
+    if (this.mixer) this.mixer.stopAllAction();
+  },
+
+  update: function (previousData) {
+    if (!previousData) return;
+
+    this.stopAction();
+
+    if (this.data.clip) {
+      this.playAction();
+    }
+  },
+
+  stopAction: function () {
+    var data = this.data;
+    for (var i = 0; i < this.activeActions.length; i++) {
+      data.crossFadeDuration
+        ? this.activeActions[i].fadeOut(data.crossFadeDuration)
+        : this.activeActions[i].stop();
+    }
+    this.activeActions.length = 0;
+  },
+
+  playAction: function () {
+    if (!this.mixer) return;
+
+    var model = this.model,
+        data = this.data,
+        clips = model.animations || (model.geometry || {}).animations || [];
+
+    if (!clips.length) return;
+
+    var re = wildcardToRegExp(data.clip);
+
+    for (var clip, i = 0; (clip = clips[i]); i++) {
+      if (clip.name.match(re)) {
+        var action = this.mixer.clipAction(clip, model);
+        action.enabled = true;
+        if (data.duration) action.setDuration(data.duration);
+        action
+          .setLoop(LoopMode[data.loop], data.repetitions)
+          .fadeIn(data.crossFadeDuration)
+          .play();
+        this.activeActions.push(action);
+      }
+    }
+  },
+
+  tick: function (t, dt) {
+    if (this.mixer && !isNaN(dt)) this.mixer.update(dt / 1000);
+  }
+};
+
+/**
+ * Creates a RegExp from the given string, converting asterisks to .* expressions,
+ * and escaping all other characters.
+ */
+function wildcardToRegExp (s) {
+  return new RegExp('^' + s.split(/\*+/).map(regExpEscape).join('.*') + '$');
+}
+
+/**
+ * RegExp-escapes all characters in the given string.
+ */
+function regExpEscape (s) {
+  return s.replace(/[|\\{}()[\]^$+*?.]/g, '\\$&');
+}
+
+},{}],6:[function(require,module,exports){
+THREE.FBXLoader = require('../../lib/FBXLoader');
+
+/**
+ * fbx-model
+ *
+ * Loader for FBX format. Supports ASCII, but *not* binary, models.
+ */
+module.exports = {
+  schema: {
+    src:         { type: 'asset' },
+    crossorigin: { default: '' }
+  },
+
+  init: function () {
+    this.model = null;
+  },
+
+  update: function () {
+    var loader,
+        data = this.data;
+    if (!data.src) return;
+
+    this.remove();
+    loader = new THREE.FBXLoader();
+    if (data.crossorigin) loader.setCrossOrigin(data.crossorigin);
+    loader.load(data.src, this.load.bind(this));
+  },
+
+  load: function (model) {
+    this.model = model;
+    this.el.setObject3D('mesh', model);
+    this.el.emit('model-loaded', {format: 'fbx', model: model});
+  },
+
+  remove: function () {
+    if (this.model) this.el.removeObject3D('mesh');
+  }
+};
+
+},{"../../lib/FBXLoader":2}],7:[function(require,module,exports){
+var fetchScript = require('../../lib/fetch-script')();
+
+var LOADER_SRC = 'https://rawgit.com/mrdoob/three.js/r86/examples/js/loaders/GLTFLoader.js';
+
+/**
+ * Legacy loader for glTF 1.0 models.
+ * Asynchronously loads THREE.GLTFLoader from rawgit.
+ */
+module.exports = {
+  schema: {type: 'model'},
+
+  init: function () {
+    this.model = null;
+    this.loader = null;
+    this.loaderPromise = loadLoader().then(function () {
+      this.loader = new THREE.GLTFLoader();
+      this.loader.setCrossOrigin('Anonymous');
+    }.bind(this));
+  },
+
+  update: function () {
+    var self = this;
+    var el = this.el;
+    var src = this.data;
+
+    if (!src) { return; }
+
+    this.remove();
+
+    this.loaderPromise.then(function () {
+      this.loader.load(src, function gltfLoaded (gltfModel) {
+        self.model = gltfModel.scene;
+        self.model.animations = gltfModel.animations;
+        el.setObject3D('mesh', self.model);
+        el.emit('model-loaded', {format: 'gltf', model: self.model});
+      });
+    }.bind(this));
+  },
+
+  remove: function () {
+    if (!this.model) { return; }
+    this.el.removeObject3D('mesh');
+  }
+};
+
+var loadLoader = (function () {
+  var promise;
+  return function () {
+    promise = promise || fetchScript(LOADER_SRC);
+    return promise;
+  };
+}());
+
+},{"../../lib/fetch-script":4}],8:[function(require,module,exports){
+var fetchScript = require('../../lib/fetch-script')();
+
+var LOADER_SRC = 'https://rawgit.com/mrdoob/three.js/r87/examples/js/loaders/GLTFLoader.js';
+// Monkeypatch while waiting for three.js r86.
+if (THREE.PropertyBinding.sanitizeNodeName === undefined) {
+
+  THREE.PropertyBinding.sanitizeNodeName = function (s) {
+    return s.replace( /\s/g, '_' ).replace( /[^\w-]/g, '' );
+  };
+
+}
+
+/**
+ * Upcoming loader for glTF 2.0 models.
+ * Asynchronously loads THREE.GLTF2Loader from rawgit.
+ */
+module.exports = {
+  schema: {type: 'model'},
+
+  init: function () {
+    this.model = null;
+    this.loader = null;
+    this.loaderPromise = loadLoader().then(function () {
+      this.loader = new THREE.GLTFLoader();
+      this.loader.setCrossOrigin('Anonymous');
+    }.bind(this));
+  },
+
+  update: function () {
+    var self = this;
+    var el = this.el;
+    var src = this.data;
+
+    if (!src) { return; }
+
+    this.remove();
+
+    this.loaderPromise.then(function () {
+      this.loader.load(src, function gltfLoaded (gltfModel) {
+        self.model = gltfModel.scene;
+        self.model.animations = gltfModel.animations;
+        el.setObject3D('mesh', self.model);
+        el.emit('model-loaded', {format: 'gltf', model: self.model});
+      });
+    }.bind(this));
+  },
+
+  remove: function () {
+    if (!this.model) { return; }
+    this.el.removeObject3D('mesh');
+  }
+};
+
+var loadLoader = (function () {
+  var promise;
+  return function () {
+    promise = promise || fetchScript(LOADER_SRC);
+    return promise;
+  };
+}());
+
+},{"../../lib/fetch-script":4}],9:[function(require,module,exports){
+module.exports = {
+  'animation-mixer': require('./animation-mixer'),
+  'fbx-model': require('./fbx-model'),
+  'gltf-model-next': require('./gltf-model-next'),
+  'gltf-model-legacy': require('./gltf-model-legacy'),
+  'json-model': require('./json-model'),
+  'object-model': require('./object-model'),
+  'ply-model': require('./ply-model'),
+  'three-model': require('./three-model'),
+
+  registerAll: function (AFRAME) {
+    if (this._registered) return;
+
+    AFRAME = AFRAME || window.AFRAME;
+
+    // THREE.AnimationMixer
+    if (!AFRAME.components['animation-mixer']) {
+      AFRAME.registerComponent('animation-mixer', this['animation-mixer']);
+    }
+
+    // THREE.PlyLoader
+    if (!AFRAME.systems['ply-model']) {
+      AFRAME.registerSystem('ply-model', this['ply-model'].System);
+    }
+    if (!AFRAME.components['ply-model']) {
+      AFRAME.registerComponent('ply-model', this['ply-model'].Component);
+    }
+
+    // THREE.FBXLoader
+    if (!AFRAME.components['fbx-model']) {
+      AFRAME.registerComponent('fbx-model', this['fbx-model']);
+    }
+
+    // THREE.GLTF2Loader
+    if (!AFRAME.components['gltf-model-next']) {
+      AFRAME.registerComponent('gltf-model-next', this['gltf-model-next']);
+    }
+
+    // THREE.GLTFLoader
+    if (!AFRAME.components['gltf-model-legacy']) {
+      AFRAME.registerComponent('gltf-model-legacy', this['gltf-model-legacy']);
+    }
+
+    // THREE.JsonLoader
+    if (!AFRAME.components['json-model']) {
+      AFRAME.registerComponent('json-model', this['json-model']);
+    }
+
+    // THREE.ObjectLoader
+    if (!AFRAME.components['object-model']) {
+      AFRAME.registerComponent('object-model', this['object-model']);
+    }
+
+    // (deprecated) THREE.JsonLoader and THREE.ObjectLoader
+    if (!AFRAME.components['three-model']) {
+      AFRAME.registerComponent('three-model', this['three-model']);
+    }
+
+    this._registered = true;
+  }
+};
+
+},{"./animation-mixer":5,"./fbx-model":6,"./gltf-model-legacy":7,"./gltf-model-next":8,"./json-model":10,"./object-model":11,"./ply-model":12,"./three-model":13}],10:[function(require,module,exports){
+/**
+ * json-model
+ *
+ * Loader for THREE.js JSON format. Somewhat confusingly, there are two different THREE.js formats,
+ * both having the .json extension. This loader supports only THREE.JsonLoader, which typically
+ * includes only a single mesh.
+ *
+ * Check the console for errors, if in doubt. You may need to use `object-model` or
+ * `blend-character-model` for some .js and .json files.
+ *
+ * See: https://clara.io/learn/user-guide/data_exchange/threejs_export
+ */
+module.exports = {
+  schema: {
+    src:         { type: 'asset' },
+    crossorigin: { default: '' }
+  },
+
+  init: function () {
+    this.model = null;
+  },
+
+  update: function () {
+    var loader,
+        data = this.data;
+    if (!data.src) return;
+
+    this.remove();
+    loader = new THREE.JSONLoader();
+    if (data.crossorigin) loader.crossOrigin = data.crossorigin;
+    loader.load(data.src, function (geometry, materials) {
+
+      // Attempt to automatically detect common material options.
+      materials.forEach(function (mat) {
+        mat.vertexColors = (geometry.faces[0] || {}).color ? THREE.FaceColors : THREE.NoColors;
+        mat.skinning = !!(geometry.bones || []).length;
+        mat.morphTargets = !!(geometry.morphTargets || []).length;
+        mat.morphNormals = !!(geometry.morphNormals || []).length;
+      });
+
+      var model = (geometry.bones || []).length
+        ? new THREE.SkinnedMesh(geometry, new THREE.MultiMaterial(materials))
+        : new THREE.Mesh(geometry, new THREE.MultiMaterial(materials));
+
+      this.load(model);
+    }.bind(this));
+  },
+
+  load: function (model) {
+    this.model = model;
+    this.el.setObject3D('mesh', model);
+    this.el.emit('model-loaded', {format: 'json', model: model});
+  },
+
+  remove: function () {
+    if (this.model) this.el.removeObject3D('mesh');
+  }
+};
+
+},{}],11:[function(require,module,exports){
+/**
+ * object-model
+ *
+ * Loader for THREE.js JSON format. Somewhat confusingly, there are two different THREE.js formats,
+ * both having the .json extension. This loader supports only THREE.ObjectLoader, which typically
+ * includes multiple meshes or an entire scene.
+ *
+ * Check the console for errors, if in doubt. You may need to use `json-model` or
+ * `blend-character-model` for some .js and .json files.
+ *
+ * See: https://clara.io/learn/user-guide/data_exchange/threejs_export
+ */
+module.exports = {
+  schema: {
+    src:         { type: 'asset' },
+    crossorigin: { default: '' }
+  },
+
+  init: function () {
+    this.model = null;
+  },
+
+  update: function () {
+    var loader,
+        data = this.data;
+    if (!data.src) return;
+
+    this.remove();
+    loader = new THREE.ObjectLoader();
+    if (data.crossorigin) loader.setCrossOrigin(data.crossorigin);
+    loader.load(data.src, function(object) {
+
+      // Enable skinning, if applicable.
+      object.traverse(function(o) {
+        if (o instanceof THREE.SkinnedMesh && o.material) {
+          o.material.skinning = !!((o.geometry && o.geometry.bones) || []).length;
+        }
+      });
+
+      this.load(object);
+    }.bind(this));
+  },
+
+  load: function (model) {
+    this.model = model;
+    this.el.setObject3D('mesh', model);
+    this.el.emit('model-loaded', {format: 'json', model: model});
+  },
+
+  remove: function () {
+    if (this.model) this.el.removeObject3D('mesh');
+  }
+};
+
+},{}],12:[function(require,module,exports){
+/**
+ * ply-model
+ *
+ * Wraps THREE.PLYLoader.
+ */
+THREE.PLYLoader = require('../../lib/PLYLoader');
+
+/**
+ * Loads, caches, resolves geometries.
+ *
+ * @member cache - Promises that resolve geometries keyed by `src`.
+ */
+module.exports.System = {
+  init: function () {
+    this.cache = {};
+  },
+
+  /**
+   * @returns {Promise}
+   */
+  getOrLoadGeometry: function (src, skipCache) {
+    var cache = this.cache;
+    var cacheItem = cache[src];
+
+    if (!skipCache && cacheItem) {
+      return cacheItem;
+    }
+
+    cache[src] = new Promise(function (resolve) {
+      var loader = new THREE.PLYLoader();
+      loader.load(src, function (geometry) {
+        resolve(geometry);
+      });
+    });
+    return cache[src];
+  },
+};
+
+module.exports.Component = {
+  schema: {
+    skipCache: {type: 'boolean', default: false},
+    src: {type: 'asset'}
+  },
+
+  init: function () {
+    this.model = null;
+  },
+
+  update: function () {
+    var data = this.data;
+    var el = this.el;
+    var loader;
+
+    if (!data.src) {
+      console.warn('[%s] `src` property is required.', this.name);
+      return;
+    }
+
+    // Get geometry from system, create and set mesh.
+    this.system.getOrLoadGeometry(data.src, data.skipCache).then(function (geometry) {
+      var model = createModel(geometry);
+      el.setObject3D('mesh', model);
+      el.emit('model-loaded', {format: 'ply', model: model});
+    });
+  },
+
+  remove: function () {
+    if (this.model) { this.el.removeObject3D('mesh'); }
+  }
+};
+
+function createModel (geometry) {
+  return new THREE.Mesh(geometry, new THREE.MeshPhongMaterial({
+    color: 0xFFFFFF,
+    shading: THREE.FlatShading,
+    vertexColors: THREE.VertexColors,
+    shininess: 0
+  }));
+}
+
+},{"../../lib/PLYLoader":3}],13:[function(require,module,exports){
+var DEFAULT_ANIMATION = '__auto__';
+
+/**
+ * three-model
+ *
+ * Loader for THREE.js JSON format. Somewhat confusingly, there are two
+ * different THREE.js formats, both having the .json extension. This loader
+ * supports both, but requires you to specify the mode as "object" or "json".
+ *
+ * Typically, you will use "json" for a single mesh, and "object" for a scene
+ * or multiple meshes. Check the console for errors, if in doubt.
+ *
+ * See: https://clara.io/learn/user-guide/data_exchange/threejs_export
+ */
+module.exports = {
+  deprecated: true,
+
+  schema: {
+    src:               { type: 'asset' },
+    loader:            { default: 'object', oneOf: ['object', 'json'] },
+    enableAnimation:   { default: true },
+    animation:         { default: DEFAULT_ANIMATION },
+    animationDuration: { default: 0 },
+    crossorigin:       { default: '' }
+  },
+
+  init: function () {
+    this.model = null;
+    this.mixer = null;
+    console.warn('[three-model] Component is deprecated. Use json-model or object-model instead.');
+  },
+
+  update: function (previousData) {
+    previousData = previousData || {};
+
+    var loader,
+        data = this.data;
+
+    if (!data.src) {
+      this.remove();
+      return;
+    }
+
+    // First load.
+    if (!Object.keys(previousData).length) {
+      this.remove();
+      if (data.loader === 'object') {
+        loader = new THREE.ObjectLoader();
+        if (data.crossorigin) loader.setCrossOrigin(data.crossorigin);
+        loader.load(data.src, function(loaded) {
+          loaded.traverse( function(object) {
+            if (object instanceof THREE.SkinnedMesh)
+              loaded = object;
+          });
+          if(loaded.material)
+            loaded.material.skinning = !!((loaded.geometry && loaded.geometry.bones) || []).length;
+          this.load(loaded);
+        }.bind(this));
+      } else if (data.loader === 'json') {
+        loader = new THREE.JSONLoader();
+        if (data.crossorigin) loader.crossOrigin = data.crossorigin;
+        loader.load(data.src, function (geometry, materials) {
+
+          // Attempt to automatically detect common material options.
+          materials.forEach(function (mat) {
+            mat.vertexColors = (geometry.faces[0] || {}).color ? THREE.FaceColors : THREE.NoColors;
+            mat.skinning = !!(geometry.bones || []).length;
+            mat.morphTargets = !!(geometry.morphTargets || []).length;
+            mat.morphNormals = !!(geometry.morphNormals || []).length;
+          });
+
+          var mesh = (geometry.bones || []).length
+            ? new THREE.SkinnedMesh(geometry, new THREE.MultiMaterial(materials))
+            : new THREE.Mesh(geometry, new THREE.MultiMaterial(materials));
+
+          this.load(mesh);
+        }.bind(this));
+      } else {
+        throw new Error('[three-model] Invalid mode "%s".', data.mode);
+      }
+      return;
+    }
+
+    var activeAction = this.model && this.model.activeAction;
+
+    if (data.animation !== previousData.animation) {
+      if (activeAction) activeAction.stop();
+      this.playAnimation();
+      return;
+    }
+
+    if (activeAction && data.enableAnimation !== activeAction.isRunning()) {
+      data.enableAnimation ? this.playAnimation() : activeAction.stop();
+    }
+
+    if (activeAction && data.animationDuration) {
+        activeAction.setDuration(data.animationDuration);
+    }
+  },
+
+  load: function (model) {
+    this.model = model;
+    this.mixer = new THREE.AnimationMixer(this.model);
+    this.el.setObject3D('mesh', model);
+    this.el.emit('model-loaded', {format: 'three', model: model});
+
+    if (this.data.enableAnimation) this.playAnimation();
+  },
+
+  playAnimation: function () {
+    var clip,
+        data = this.data,
+        animations = this.model.animations || this.model.geometry.animations || [];
+
+    if (!data.enableAnimation || !data.animation || !animations.length) {
+      return;
+    }
+
+    clip = data.animation === DEFAULT_ANIMATION
+      ? animations[0]
+      : THREE.AnimationClip.findByName(animations, data.animation);
+
+    if (!clip) {
+      console.error('[three-model] Animation "%s" not found.', data.animation);
+      return;
+    }
+
+    this.model.activeAction = this.mixer.clipAction(clip, this.model);
+    if (data.animationDuration) {
+      this.model.activeAction.setDuration(data.animationDuration);
+    }
+    this.model.activeAction.play();
+  },
+
+  remove: function () {
+    if (this.mixer) this.mixer.stopAllAction();
+    if (this.model) this.el.removeObject3D('mesh');
+  },
+
+  tick: function (t, dt) {
+    if (this.mixer && !isNaN(dt)) {
+      this.mixer.update(dt / 1000);
+    }
+  }
+};
+
+},{}]},{},[1]);

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 0 - 0
support/client/lib/vwf/model/aframe/addon/aframe-extras.loaders.min.js


+ 472 - 0
support/client/lib/vwf/model/aframe/addon/aframe-gamepad-controls.js

@@ -0,0 +1,472 @@
+/******/ (function(modules) { // webpackBootstrap
+/******/ 	// The module cache
+/******/ 	var installedModules = {};
+
+/******/ 	// The require function
+/******/ 	function __webpack_require__(moduleId) {
+
+/******/ 		// Check if module is in cache
+/******/ 		if(installedModules[moduleId])
+/******/ 			return installedModules[moduleId].exports;
+
+/******/ 		// Create a new module (and put it into the cache)
+/******/ 		var module = installedModules[moduleId] = {
+/******/ 			exports: {},
+/******/ 			id: moduleId,
+/******/ 			loaded: false
+/******/ 		};
+
+/******/ 		// Execute the module function
+/******/ 		modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
+
+/******/ 		// Flag the module as loaded
+/******/ 		module.loaded = true;
+
+/******/ 		// Return the exports of the module
+/******/ 		return module.exports;
+/******/ 	}
+
+
+/******/ 	// expose the modules object (__webpack_modules__)
+/******/ 	__webpack_require__.m = modules;
+
+/******/ 	// expose the module cache
+/******/ 	__webpack_require__.c = installedModules;
+
+/******/ 	// __webpack_public_path__
+/******/ 	__webpack_require__.p = "";
+
+/******/ 	// Load entry module and return exports
+/******/ 	return __webpack_require__(0);
+/******/ })
+/************************************************************************/
+/******/ ([
+/* 0 */
+/***/ function(module, exports, __webpack_require__) {
+
+	
+	// Browser distrubution of the A-Frame component.
+	(function (AFRAME) {
+	  if (!AFRAME) {
+	    console.error('Component attempted to register before AFRAME was available.');
+	    return;
+	  }
+
+	  (AFRAME.aframeCore || AFRAME).registerComponent('gamepad-controls', __webpack_require__(1));
+
+	}(window.AFRAME));
+
+
+/***/ },
+/* 1 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/**
+	 * Gamepad controls for A-Frame.
+	 *
+	 * For more information about the Gamepad API, see:
+	 * https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
+	 */
+
+	var GamepadButton = __webpack_require__(2),
+	    GamepadButtonEvent = __webpack_require__(3);
+
+	var MAX_DELTA = 200, // ms
+	    PI_2 = Math.PI / 2;
+
+	var JOYSTICK_EPS = 0.2;
+
+	module.exports = {
+
+	  /*******************************************************************
+	   * Statics
+	   */
+
+	  GamepadButton: GamepadButton,
+
+	  /*******************************************************************
+	   * Schema
+	   */
+
+	  schema: {
+	    // Controller 0-3
+	    controller:        { default: 0, oneOf: [0, 1, 2, 3] },
+
+	    // Enable/disable features
+	    enabled:           { default: true },
+	    movementEnabled:   { default: true },
+	    lookEnabled:       { default: true },
+	    flyEnabled:        { default: false },
+	    invertAxisY:       { default: false },
+
+	    // Constants
+	    easing:            { default: 20 },
+	    acceleration:      { default: 65 },
+	    sensitivity:       { default: 0.04 },
+
+	    // Control axes
+	    pitchAxis:         { default: 'x', oneOf: [ 'x', 'y', 'z' ] },
+	    yawAxis:           { default: 'y', oneOf: [ 'x', 'y', 'z' ] },
+	    rollAxis:          { default: 'z', oneOf: [ 'x', 'y', 'z' ] },
+
+	    // Debugging
+	    debug:             { default: false }
+	  },
+
+	  /*******************************************************************
+	   * Core
+	   */
+
+	  /**
+	   * Called once when component is attached. Generally for initial setup.
+	   */
+	  init: function () {
+	    // Movement
+	    this.velocity = new THREE.Vector3(0, 0, 0);
+	    this.direction = new THREE.Vector3(0, 0, 0);
+
+	    // Rotation
+	    this.pitch = new THREE.Object3D();
+	    this.yaw = new THREE.Object3D();
+	    this.yaw.position.y = 10;
+	    this.yaw.add(this.pitch);
+
+	    // Button state
+	    this.buttons = {};
+
+	    if (!this.getGamepad()) {
+	      console.warn(
+	        'Gamepad #%d not found. Connect controller and press any button to continue.',
+	        this.data.controller
+	      );
+	    }
+	  },
+
+	  /**
+	   * Called on each iteration of main render loop.
+	   */
+	  tick: function (t, dt) {
+	    this.updateRotation(dt);
+	    this.updatePosition(dt);
+	    this.updateButtonState();
+	  },
+
+	  /*******************************************************************
+	   * Movement
+	   */
+
+	  updatePosition: function (dt) {
+	    var data = this.data;
+	    var acceleration = data.acceleration;
+	    var easing = data.easing;
+	    var velocity = this.velocity;
+	    var rollAxis = data.rollAxis;
+	    var pitchAxis = data.pitchAxis;
+	    var el = this.el;
+	    var gamepad = this.getGamepad();
+
+	    // If data has changed or FPS is too low
+	    // we reset the velocity
+	    if (dt > MAX_DELTA) {
+	      velocity[rollAxis] = 0;
+	      velocity[pitchAxis] = 0;
+	      return;
+	    }
+
+	    velocity[rollAxis] -= velocity[rollAxis] * easing * dt / 1000;
+	    velocity[pitchAxis] -= velocity[pitchAxis] * easing * dt / 1000;
+
+	    var position = el.getAttribute('position');
+
+	    if (data.enabled && data.movementEnabled && gamepad) {
+	      var dpad = this.getDpad(),
+	          inputX = dpad.x || this.getJoystick(0).x,
+	          inputY = dpad.y || this.getJoystick(0).y;
+	      if (Math.abs(inputX) > JOYSTICK_EPS) {
+	        velocity[pitchAxis] += inputX * acceleration * dt / 1000;
+	      }
+	      if (Math.abs(inputY) > JOYSTICK_EPS) {
+	        velocity[rollAxis] += inputY * acceleration * dt / 1000;
+	      }
+	    }
+
+	    var movementVector = this.getMovementVector(dt);
+
+	    el.object3D.translateX(movementVector.x);
+	    el.object3D.translateY(movementVector.y);
+	    el.object3D.translateZ(movementVector.z);
+
+	    el.setAttribute('position', {
+	      x: position.x + movementVector.x,
+	      y: position.y + movementVector.y,
+	      z: position.z + movementVector.z
+	    });
+	  },
+
+	  getMovementVector: function (dt) {
+	    if (this._getMovementVector) {
+	      return this._getMovementVector(dt);
+	    }
+
+	    var euler = new THREE.Euler(0, 0, 0, 'YXZ'),
+	        rotation = new THREE.Vector3();
+
+	    this._getMovementVector = function (dt) {
+	      rotation.copy(this.el.getAttribute('rotation'));
+	      this.direction.copy(this.velocity);
+	      this.direction.multiplyScalar(dt / 1000);
+	      if (!rotation) { return this.direction; }
+	      if (!this.data.flyEnabled) { rotation.x = 0; }
+	      euler.set(
+	        THREE.Math.degToRad(rotation.x),
+	        THREE.Math.degToRad(rotation.y),
+	        0
+	      );
+	      this.direction.applyEuler(euler);
+	      return this.direction;
+	    };
+
+	    return this._getMovementVector(dt);
+	  },
+
+	  /*******************************************************************
+	   * Rotation
+	   */
+
+	  updateRotation: function () {
+	    if (this._updateRotation) {
+	      return this._updateRotation();
+	    }
+
+	    var initialRotation = new THREE.Vector3(),
+	        prevInitialRotation = new THREE.Vector3(),
+	        prevFinalRotation = new THREE.Vector3();
+
+	    var tCurrent,
+	        tLastLocalActivity = 0,
+	        tLastExternalActivity = 0;
+
+	    var ROTATION_EPS = 0.0001,
+	        DEBOUNCE = 500;
+
+	    this._updateRotation = function () {
+	      if (!this.data.lookEnabled || !this.getGamepad()) {
+	        return;
+	      }
+
+	      tCurrent = Date.now();
+	      initialRotation.copy(this.el.getAttribute('rotation') || initialRotation);
+
+	      // If initial rotation for this frame is different from last frame, and
+	      // doesn't match last gamepad state, assume an external component is
+	      // active on this element.
+	      if (initialRotation.distanceToSquared(prevInitialRotation) > ROTATION_EPS
+	          && initialRotation.distanceToSquared(prevFinalRotation) > ROTATION_EPS) {
+	        prevInitialRotation.copy(initialRotation);
+	        tLastExternalActivity = tCurrent;
+	        return;
+	      }
+
+	      prevInitialRotation.copy(initialRotation);
+
+	      // If external controls have been active in last 500ms, wait.
+	      if (tCurrent - tLastExternalActivity < DEBOUNCE) {
+	        return;
+	      }
+
+	      var lookVector = this.getJoystick(1);
+	      if (Math.abs(lookVector.x) <= JOYSTICK_EPS) lookVector.x = 0;
+	      if (Math.abs(lookVector.y) <= JOYSTICK_EPS) lookVector.y = 0;
+	      if (this.data.invertAxisY) lookVector.y = -lookVector.y;
+
+	      // If external controls have been active more recently than gamepad,
+	      // and gamepad hasn't moved, don't overwrite the existing rotation.
+	      if (tLastExternalActivity > tLastLocalActivity && !lookVector.lengthSq()) {
+	        return;
+	      }
+
+	      lookVector.multiplyScalar(this.data.sensitivity);
+	      this.yaw.rotation.y -= lookVector.x;
+	      this.pitch.rotation.x -= lookVector.y;
+	      this.pitch.rotation.x = Math.max(-PI_2, Math.min(PI_2, this.pitch.rotation.x));
+
+	      this.el.setAttribute('rotation', {
+	        x: THREE.Math.radToDeg(this.pitch.rotation.x),
+	        y: THREE.Math.radToDeg(this.yaw.rotation.y),
+	        z: 0
+	      });
+	      prevFinalRotation.copy(this.el.getAttribute('rotation'));
+	      tLastLocalActivity = tCurrent;
+	    };
+
+	    return this._updateRotation();
+	  },
+
+	  /*******************************************************************
+	   * Button events
+	   */
+
+	  updateButtonState: function () {
+	    var gamepad = this.getGamepad();
+	    if (this.data.enabled && gamepad) {
+
+	      // Fire DOM events for button state changes.
+	      for (var i = 0; i < gamepad.buttons.length; i++) {
+	        if (gamepad.buttons[i].pressed && !this.buttons[i]) {
+	          this.emit(new GamepadButtonEvent('gamepadbuttondown', i, gamepad.buttons[i]));
+	        } else if (!gamepad.buttons[i].pressed && this.buttons[i]) {
+	          this.emit(new GamepadButtonEvent('gamepadbuttonup', i, gamepad.buttons[i]));
+	        }
+	        this.buttons[i] = gamepad.buttons[i].pressed;
+	      }
+
+	    } else if (Object.keys(this.buttons)) {
+	      // Reset state if controls are disabled or controller is lost.
+	      this.buttons = {};
+	    }
+	  },
+
+	  emit: function (event) {
+	    // Emit original event.
+	    this.el.emit(event.type, event);
+
+	    // Emit convenience event, identifying button index.
+	    this.el.emit(
+	      event.type + ':' + event.index,
+	      new GamepadButtonEvent(event.type, event.index, event)
+	    );
+	  },
+
+	  /*******************************************************************
+	   * Gamepad state
+	   */
+
+	  /**
+	   * Returns the Gamepad instance attached to the component. If connected,
+	   * a proxy-controls component may provide access to Gamepad input from a
+	   * remote device.
+	   *
+	   * @return {Gamepad}
+	   */
+	  getGamepad: function () {
+	    var localGamepad = navigator.getGamepads
+	          && navigator.getGamepads()[this.data.controller],
+	        proxyControls = this.el.sceneEl.components['proxy-controls'],
+	        proxyGamepad = proxyControls && proxyControls.isConnected()
+	          && proxyControls.getGamepad(this.data.controller);
+	    return proxyGamepad || localGamepad;
+	  },
+
+	  /**
+	   * Returns the state of the given button.
+	   * @param  {number} index The button (0-N) for which to find state.
+	   * @return {GamepadButton}
+	   */
+	  getButton: function (index) {
+	    return this.getGamepad().buttons[index];
+	  },
+
+	  /**
+	   * Returns state of the given axis. Axes are labelled 0-N, where 0-1 will
+	   * represent X/Y on the first joystick, and 2-3 X/Y on the second.
+	   * @param  {number} index The axis (0-N) for which to find state.
+	   * @return {number} On the interval [-1,1].
+	   */
+	  getAxis: function (index) {
+	    return this.getGamepad().axes[index];
+	  },
+
+	  /**
+	   * Returns the state of the given joystick (0 or 1) as a THREE.Vector2.
+	   * @param  {number} id The joystick (0, 1) for which to find state.
+	   * @return {THREE.Vector2}
+	   */
+	  getJoystick: function (index) {
+	    var gamepad = this.getGamepad();
+	    switch (index) {
+	      case 0: return new THREE.Vector2(gamepad.axes[0], gamepad.axes[1]);
+	      case 1: return new THREE.Vector2(gamepad.axes[2], gamepad.axes[3]);
+	      default: throw new Error('Unexpected joystick index "%d".', index);
+	    }
+	  },
+
+	  /**
+	   * Returns the state of the dpad as a THREE.Vector2.
+	   * @return {THREE.Vector2}
+	   */
+	  getDpad: function () {
+	    var gamepad = this.getGamepad();
+	    if (!gamepad.buttons[GamepadButton.DPAD_RIGHT]) {
+	      return new THREE.Vector2();
+	    }
+	    return new THREE.Vector2(
+	      (gamepad.buttons[GamepadButton.DPAD_RIGHT].pressed ? 1 : 0)
+	      + (gamepad.buttons[GamepadButton.DPAD_LEFT].pressed ? -1 : 0),
+	      (gamepad.buttons[GamepadButton.DPAD_UP].pressed ? -1 : 0)
+	      + (gamepad.buttons[GamepadButton.DPAD_DOWN].pressed ? 1 : 0)
+	    );
+	  },
+
+	  /**
+	   * Returns true if the gamepad is currently connected to the system.
+	   * @return {boolean}
+	   */
+	  isConnected: function () {
+	    var gamepad = this.getGamepad();
+	    return !!(gamepad && gamepad.connected);
+	  },
+
+	  /**
+	   * Returns a string containing some information about the controller. Result
+	   * may vary across browsers, for a given controller.
+	   * @return {string}
+	   */
+	  getID: function () {
+	    return this.getGamepad().id;
+	  }
+	};
+
+
+/***/ },
+/* 2 */
+/***/ function(module, exports) {
+
+	module.exports = Object.assign(function GamepadButton () {}, {
+		FACE_1: 0,
+		FACE_2: 1,
+		FACE_3: 2,
+		FACE_4: 3,
+
+		L_SHOULDER_1: 4,
+		R_SHOULDER_1: 5,
+		L_SHOULDER_2: 6,
+		R_SHOULDER_2: 7,
+
+		SELECT: 8,
+		START: 9,
+
+		DPAD_UP: 12,
+		DPAD_DOWN: 13,
+		DPAD_LEFT: 14,
+		DPAD_RIGHT: 15,
+
+		VENDOR: 16,
+	});
+
+
+/***/ },
+/* 3 */
+/***/ function(module, exports) {
+
+	function GamepadButtonEvent (type, index, details) {
+	  this.type = type;
+	  this.index = index;
+	  this.pressed = details.pressed;
+	  this.value = details.value;
+	}
+
+	module.exports = GamepadButtonEvent;
+
+
+/***/ }
+/******/ ]);

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 0 - 0
support/client/lib/vwf/model/aframe/addon/aframe-gamepad-controls.min.js


+ 100 - 211
support/client/lib/vwf/model/aframe/aframe-master.js

@@ -66572,7 +66572,9 @@ module.exports.Component = registerComponent('cursor', {
 var registerComponent = _dereq_('../core/component').registerComponent;
 var bind = _dereq_('../utils/bind');
 var checkControllerPresentAndSetup = _dereq_('../utils/tracked-controls').checkControllerPresentAndSetup;
-var emitIfAxesChanged = _dereq_('../utils/tracked-controls').emitIfAxesChanged;
+var trackedControlsUtils = _dereq_('../utils/tracked-controls');
+var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
+var onButtonEvent = trackedControlsUtils.onButtonEvent;
 
 var DAYDREAM_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/google/';
 var DAYDREAM_CONTROLLER_MODEL_OBJ_URL = DAYDREAM_CONTROLLER_MODEL_BASE_URL + 'vr_controller_daydream.obj';
@@ -66621,10 +66623,10 @@ module.exports.Component = registerComponent('daydream-controls', {
     var self = this;
     this.animationActive = 'pointing';
     this.onButtonChanged = bind(this.onButtonChanged, this);
-    this.onButtonDown = function (evt) { self.onButtonEvent(evt.detail.id, 'down'); };
-    this.onButtonUp = function (evt) { self.onButtonEvent(evt.detail.id, 'up'); };
-    this.onButtonTouchStart = function (evt) { self.onButtonEvent(evt.detail.id, 'touchstart'); };
-    this.onButtonTouchEnd = function (evt) { self.onButtonEvent(evt.detail.id, 'touchend'); };
+    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
+    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
+    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
+    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
     this.onAxisMoved = bind(this.onAxisMoved, this);
     this.controllerPresent = false;
     this.everGotGamepadEvent = false;
@@ -66736,29 +66738,9 @@ module.exports.Component = registerComponent('daydream-controls', {
     this.el.emit(button + 'changed', evt.detail.state);
   },
 
-  onButtonEvent: function (id, evtName) {
-    var buttonName = this.mapping.buttons[id];
-    var i;
-    if (Array.isArray(buttonName)) {
-      for (i = 0; i < buttonName.length; i++) {
-        this.el.emit(buttonName[i] + evtName);
-      }
-    } else {
-      this.el.emit(buttonName + evtName);
-    }
-    this.updateModel(buttonName, evtName);
-  },
-
   updateModel: function (buttonName, evtName) {
-    var i;
     if (!this.data.model) { return; }
-    if (Array.isArray(buttonName)) {
-      for (i = 0; i < buttonName.length; i++) {
-        this.updateButtonModel(buttonName[i], evtName);
-      }
-    } else {
-      this.updateButtonModel(buttonName, evtName);
-    }
+    this.updateButtonModel(buttonName, evtName);
   },
 
   updateButtonModel: function (buttonName, state) {
@@ -66782,8 +66764,10 @@ module.exports.Component = registerComponent('daydream-controls', {
 },{"../core/component":125,"../utils/bind":189,"../utils/tracked-controls":200}],81:[function(_dereq_,module,exports){
 var registerComponent = _dereq_('../core/component').registerComponent;
 var bind = _dereq_('../utils/bind');
-var checkControllerPresentAndSetup = _dereq_('../utils/tracked-controls').checkControllerPresentAndSetup;
-var emitIfAxesChanged = _dereq_('../utils/tracked-controls').emitIfAxesChanged;
+var trackedControlsUtils = _dereq_('../utils/tracked-controls');
+var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
+var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
+var onButtonEvent = trackedControlsUtils.onButtonEvent;
 
 var GEARVR_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/samsung/';
 var GEARVR_CONTROLLER_MODEL_OBJ_URL = GEARVR_CONTROLLER_MODEL_BASE_URL + 'gear_vr_controller.obj';
@@ -66830,10 +66814,10 @@ module.exports.Component = registerComponent('gearvr-controls', {
     var self = this;
     this.animationActive = 'pointing';
     this.onButtonChanged = bind(this.onButtonChanged, this);
-    this.onButtonDown = function (evt) { self.onButtonEvent(evt.detail.id, 'down'); };
-    this.onButtonUp = function (evt) { self.onButtonEvent(evt.detail.id, 'up'); };
-    this.onButtonTouchStart = function (evt) { self.onButtonEvent(evt.detail.id, 'touchstart'); };
-    this.onButtonTouchEnd = function (evt) { self.onButtonEvent(evt.detail.id, 'touchend'); };
+    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
+    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
+    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
+    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
     this.onAxisMoved = bind(this.onAxisMoved, this);
     this.controllerPresent = false;
     this.everGotGamepadEvent = false;
@@ -66929,33 +66913,13 @@ module.exports.Component = registerComponent('gearvr-controls', {
     this.el.emit(button + 'changed', evt.detail.state);
   },
 
-  onButtonEvent: function (id, evtName) {
-    var buttonName = this.mapping.buttons[id];
-    var i;
-    if (Array.isArray(buttonName)) {
-      for (i = 0; i < buttonName.length; i++) {
-        this.el.emit(buttonName[i] + evtName);
-      }
-    } else {
-      this.el.emit(buttonName + evtName);
-    }
-    this.updateModel(buttonName, evtName);
-  },
-
   onAxisMoved: function (evt) {
     this.emitIfAxesChanged(this, this.mapping.axes, evt);
   },
 
   updateModel: function (buttonName, evtName) {
-    var i;
     if (!this.data.model) { return; }
-    if (Array.isArray(buttonName)) {
-      for (i = 0; i < buttonName.length; i++) {
-        this.updateButtonModel(buttonName[i], evtName);
-      }
-    } else {
-      this.updateButtonModel(buttonName, evtName);
-    }
+    this.updateButtonModel(buttonName, evtName);
   },
 
   updateButtonModel: function (buttonName, state) {
@@ -66977,14 +66941,12 @@ module.exports.Component = registerComponent('gearvr-controls', {
 });
 
 },{"../core/component":125,"../utils/bind":189,"../utils/tracked-controls":200}],82:[function(_dereq_,module,exports){
-var debug = _dereq_('../utils/debug');
 var geometries = _dereq_('../core/geometry').geometries;
 var geometryNames = _dereq_('../core/geometry').geometryNames;
 var registerComponent = _dereq_('../core/component').registerComponent;
 var THREE = _dereq_('../lib/three');
 
 var dummyGeometry = new THREE.Geometry();
-var warn = debug('components:geometry:warn');
 
 /**
  * Geometry component. Combined with material component to make a mesh in 3D object.
@@ -66993,7 +66955,6 @@ var warn = debug('components:geometry:warn');
 module.exports.Component = registerComponent('geometry', {
   schema: {
     buffer: {default: true},
-    mergeTo: {type: 'selector'},
     primitive: {default: 'box', oneOf: geometryNames},
     skipCache: {default: false}
   },
@@ -67018,57 +66979,6 @@ module.exports.Component = registerComponent('geometry', {
 
     // Create new geometry.
     this.geometry = mesh.geometry = system.getOrCreateGeometry(data);
-    if (data.mergeTo) {
-      this.mergeTo(data.mergeTo);
-    }
-  },
-
-  /**
-   * Merge geometry to another entity's geometry.
-   * Remove the entity from the scene. Not a reversible operation.
-   *
-   * @param {Element} toEl - Entity where the geometry will be merged to.
-   */
-  mergeTo: function (toEl) {
-    var el = this.el;
-    var mesh = el.getObject3D('mesh');
-    var toMesh;
-
-    if (!toEl || !toEl.isEntity) {
-      warn('There is not a valid entity to merge the geometry to');
-      return;
-    }
-
-    if (toEl === el) {
-      warn('Source and target geometries cannot be the same for merge');
-      return;
-    }
-
-    // Create mesh if entity does not have one.
-    toMesh = toEl.getObject3D('mesh');
-    if (!toMesh) {
-      toMesh = toEl.getOrCreateObject3D('mesh', THREE.Mesh);
-      toEl.setAttribute('material', el.getAttribute('material'));
-      return;
-    }
-
-    if (toMesh.geometry instanceof THREE.Geometry === false ||
-        mesh.geometry instanceof THREE.Geometry === false) {
-      warn('Geometry merge is only available for `THREE.Geometry` types. ' +
-           'Check that both of the merging geometry and the target geometry have `buffer` ' +
-           'set to false');
-      return;
-    }
-
-    if (this.data.skipCache === false) {
-      warn('Cached geometries are not allowed to merge. Set `skipCache` to true');
-      return;
-    }
-
-    mesh.parent.updateMatrixWorld();
-    toMesh.geometry.merge(mesh.geometry, mesh.matrixWorld);
-    el.emit('geometry-merged', {mergeTarget: toEl});
-    el.parentNode.removeChild(el);
   },
 
   /**
@@ -67100,7 +67010,7 @@ module.exports.Component = registerComponent('geometry', {
   }
 });
 
-},{"../core/component":125,"../core/geometry":126,"../lib/three":173,"../utils/debug":191}],83:[function(_dereq_,module,exports){
+},{"../core/component":125,"../core/geometry":126,"../lib/three":173}],83:[function(_dereq_,module,exports){
 var registerComponent = _dereq_('../core/component').registerComponent;
 var THREE = _dereq_('../lib/three');
 var utils = _dereq_('../utils/');
@@ -68435,7 +68345,7 @@ module.exports.Component = registerComponent('look-controls', {
     var data = this.data;
     if (!data.enabled) { return; }
     this.controls.standing = data.standing;
-    this.controls.userHeight = this.getUserHeight();
+    // this.controls.userHeight = this.getUserHeight();
     this.controls.update();
     this.updateOrientation();
     this.updatePosition();
@@ -69047,7 +68957,8 @@ module.exports.Component = registerComponent('obj-model', {
 },{"../core/component":125,"../lib/three":173,"../utils/debug":191}],93:[function(_dereq_,module,exports){
 var bind = _dereq_('../utils/bind');
 var registerComponent = _dereq_('../core/component').registerComponent;
-var controllerUtils = _dereq_('../utils/tracked-controls');
+var trackedControlsUtils = _dereq_('../utils/tracked-controls');
+var onButtonEvent = trackedControlsUtils.onButtonEvent;
 
 var TOUCH_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-';
 var TOUCH_CONTROLLER_MODEL_OBJ_URL_L = TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.obj';
@@ -69105,18 +69016,18 @@ module.exports.Component = registerComponent('oculus-touch-controls', {
   init: function () {
     var self = this;
     this.onButtonChanged = bind(this.onButtonChanged, this);
-    this.onButtonDown = function (evt) { self.onButtonEvent(evt.detail.id, 'down'); };
-    this.onButtonUp = function (evt) { self.onButtonEvent(evt.detail.id, 'up'); };
-    this.onButtonTouchStart = function (evt) { self.onButtonEvent(evt.detail.id, 'touchstart'); };
-    this.onButtonTouchEnd = function (evt) { self.onButtonEvent(evt.detail.id, 'touchend'); };
+    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self, self.data.hand); };
+    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self, self.data.hand); };
+    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self, self.data.hand); };
+    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self, self.data.hand); };
     this.controllerPresent = false;
     this.lastControllerCheck = 0;
     this.previousButtonValues = {};
     this.bindMethods();
 
     // Allow mock.
-    this.emitIfAxesChanged = controllerUtils.emitIfAxesChanged;
-    this.checkControllerPresentAndSetup = controllerUtils.checkControllerPresentAndSetup;
+    this.emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
+    this.checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
   },
 
   addEventListeners: function () {
@@ -69239,32 +69150,13 @@ module.exports.Component = registerComponent('oculus-touch-controls', {
     controllerObject3D.position = PIVOT_OFFSET;
   },
 
-  onButtonEvent: function (id, evtName) {
-    var buttonName = this.mapping[this.data.hand].buttons[id];
-    var i;
-    if (Array.isArray(buttonName)) {
-      for (i = 0; i < buttonName.length; i++) {
-        this.el.emit(buttonName[i] + evtName);
-      }
-    } else {
-      this.el.emit(buttonName + evtName);
-    }
-    this.updateModel(buttonName, evtName);
-  },
-
   onAxisMoved: function (evt) {
     this.emitIfAxesChanged(this, this.mapping[this.data.hand].axes, evt);
   },
 
   updateModel: function (buttonName, evtName) {
-    var i;
-    if (Array.isArray(buttonName)) {
-      for (i = 0; i < buttonName.length; i++) {
-        this.updateButtonModel(buttonName[i], evtName);
-      }
-    } else {
-      this.updateButtonModel(buttonName, evtName);
-    }
+    if (!this.data.model) { return; }
+    this.updateButtonModel(buttonName, evtName);
   },
 
   updateButtonModel: function (buttonName, state) {
@@ -69357,6 +69249,9 @@ module.exports.Component = registerComponent('raycaster', {
     this.observer = new MutationObserver(this.setDirty);
     this.dirty = true;
     this.intersectionClearedDetail = {clearedEls: this.clearedIntersectedEls};
+    this.lineEndVec3 = new THREE.Vector3();
+    this.otherLineEndVec3 = new THREE.Vector3();
+    this.lineData = {end: this.lineEndVec3};
   },
 
   /**
@@ -69588,30 +69483,24 @@ module.exports.Component = registerComponent('raycaster', {
    * @param {number} length - Length of line. Pass in to shorten the line to the intersection
    *   point. If not provided, length will default to the max length, `raycaster.far`.
    */
-  drawLine: (function (length) {
-    var lineEndVec3 = new THREE.Vector3();
-    var otherLineEndVec3 = new THREE.Vector3();
-    var lineData = {end: lineEndVec3};
-
-    return function (length) {
-      var data = this.data;
-      var el = this.el;
-      // We switch each time the vector so the line update is triggered
-      // and to avoid unnecessary vector clone.
-      var endVec3 = lineData.end === lineEndVec3 ? otherLineEndVec3 : lineEndVec3;
+  drawLine: function (length) {
+    var data = this.data;
+    var el = this.el;
+    // We switch each time the vector so the line update is triggered
+    // and to avoid unnecessary vector clone.
+    var endVec3 = this.lineData.end === this.lineEndVec3 ? this.otherLineEndVec3 : this.lineEndVec3;
 
-      // Treat Infinity as 1000m for the line.
-      if (length === undefined) {
-        length = data.far === Infinity ? 1000 : data.far;
-      }
+    // Treat Infinity as 1000m for the line.
+    if (length === undefined) {
+      length = data.far === Infinity ? 1000 : data.far;
+    }
 
-      // Update the length of the line if given. `unitLineEndVec3` is the direction
-      // given by data.direction, then we apply a scalar to give it a length.
-      lineData.start = data.origin;
-      lineData.end = endVec3.copy(this.unitLineEndVec3).multiplyScalar(length);
-      el.setAttribute('line', lineData);
-    };
-  })()
+    // Update the length of the line if given. `unitLineEndVec3` is the direction
+    // given by data.direction, then we apply a scalar to give it a length.
+    this.lineData.start = data.origin;
+    this.lineData.end = endVec3.copy(this.unitLineEndVec3).multiplyScalar(length);
+    el.setAttribute('line', this.lineData);
+  }
 });
 
 /**
@@ -71324,8 +71213,11 @@ module.exports.Component = registerComponent('tracked-controls', {
   init: function () {
     this.axis = [0, 0, 0];
     this.buttonStates = {};
+    this.changedAxes = [];
     this.targetControllerNumber = this.data.controller;
 
+    this.axisMoveEventDetail = {axis: this.axis, changed: this.changedAxes};
+
     this.dolly = new THREE.Object3D();
     this.controllerEuler = new THREE.Euler();
     this.controllerEuler.order = 'YXZ';
@@ -71548,17 +71440,21 @@ module.exports.Component = registerComponent('tracked-controls', {
     var controllerAxes = this.controller.axes;
     var i;
     var previousAxis = this.axis;
-    var changedAxes = [];
+    var changedAxes = this.changedAxes;
 
     // Check if axis changed.
+    this.changedAxes.length = 0;
     for (i = 0; i < controllerAxes.length; ++i) {
       changedAxes.push(previousAxis[i] !== controllerAxes[i]);
       if (changedAxes[i]) { changed = true; }
     }
     if (!changed) { return false; }
 
-    this.axis = controllerAxes.slice();
-    this.el.emit('axismove', {axis: this.axis, changed: changedAxes});
+    this.axis.length = 0;
+    for (i = 0; i < controllerAxes.length; i++) {
+      this.axis.push(controllerAxes[i]);
+    }
+    this.el.emit('axismove', this.axisMoveEventDetail);
     return true;
   },
 
@@ -71640,8 +71536,10 @@ var registerComponent = _dereq_('../core/component').registerComponent;
 var utils = _dereq_('../utils/');
 
 var bind = utils.bind;
-var checkControllerPresentAndSetup = utils.trackedControls.checkControllerPresentAndSetup;
-var emitIfAxesChanged = utils.trackedControls.emitIfAxesChanged;
+var trackedControlsUtils = _dereq_('../utils/tracked-controls');
+var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
+var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
+var onButtonEvent = trackedControlsUtils.onButtonEvent;
 
 var VIVE_CONTROLLER_MODEL_OBJ_URL = 'https://cdn.aframe.io/controllers/vive/vr_controller_vive.obj';
 var VIVE_CONTROLLER_MODEL_OBJ_MTL = 'https://cdn.aframe.io/controllers/vive/vr_controller_vive.mtl';
@@ -71684,10 +71582,10 @@ module.exports.Component = registerComponent('vive-controls', {
     this.emitIfAxesChanged = emitIfAxesChanged;  // To allow mock.
     this.lastControllerCheck = 0;
     this.onButtonChanged = bind(this.onButtonChanged, this);
-    this.onButtonDown = function (evt) { self.onButtonEvent(evt.detail.id, 'down'); };
-    this.onButtonUp = function (evt) { self.onButtonEvent(evt.detail.id, 'up'); };
-    this.onButtonTouchEnd = function (evt) { self.onButtonEvent(evt.detail.id, 'touchend'); };
-    this.onButtonTouchStart = function (evt) { self.onButtonEvent(evt.detail.id, 'touchstart'); };
+    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
+    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
+    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
+    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
     this.onAxisMoved = bind(this.onAxisMoved, this);
     this.previousButtonValues = {};
 
@@ -71833,35 +71731,18 @@ module.exports.Component = registerComponent('vive-controls', {
     this.emitIfAxesChanged(this, this.mapping.axes, evt);
   },
 
-  onButtonEvent: function (id, evtName) {
-    var buttonName = this.mapping.buttons[id];
+  updateModel: function (buttonName, evtName) {
     var color;
-    var i;
-    var isTouch = evtName.indexOf('touch') !== -1;
-
-    // Emit events.
-    if (Array.isArray(buttonName)) {
-      for (i = 0; i < buttonName.length; i++) {
-        this.el.emit(buttonName[i] + evtName);
-      }
-    } else {
-      this.el.emit(buttonName + evtName);
-    }
-
+    var isTouch;
     if (!this.data.model) { return; }
 
+    isTouch = evtName.indexOf('touch') !== -1;
     // Don't change color for trackpad touch.
     if (isTouch) { return; }
 
     // Update colors.
     color = evtName === 'up' ? this.data.buttonColor : this.data.buttonHighlightColor;
-    if (Array.isArray(buttonName)) {
-      for (i = 0; i < buttonName.length; i++) {
-        this.setButtonColor(buttonName[i], color);
-      }
-    } else {
-      this.setButtonColor(buttonName, color);
-    }
+    this.setButtonColor(buttonName, color);
   },
 
   setButtonColor: function (buttonName, color) {
@@ -71879,7 +71760,7 @@ module.exports.Component = registerComponent('vive-controls', {
   }
 });
 
-},{"../core/component":125,"../utils/":195}],113:[function(_dereq_,module,exports){
+},{"../core/component":125,"../utils/":195,"../utils/tracked-controls":200}],113:[function(_dereq_,module,exports){
 var KEYCODE_TO_CODE = _dereq_('../constants').keyboardevent.KEYCODE_TO_CODE;
 var registerComponent = _dereq_('../core/component').registerComponent;
 var THREE = _dereq_('../lib/three');
@@ -72102,7 +71983,8 @@ function isEmptyObject (keys) {
 /* global THREE */
 var bind = _dereq_('../utils/bind');
 var registerComponent = _dereq_('../core/component').registerComponent;
-var controllerUtils = _dereq_('../utils/tracked-controls');
+var trackedControlsUtils = _dereq_('../utils/tracked-controls');
+var onButtonEvent = trackedControlsUtils.onButtonEvent;
 var utils = _dereq_('../utils/');
 
 var debug = utils.debug('components:windows-motion-controls:debug');
@@ -72173,10 +72055,10 @@ module.exports.Component = registerComponent('windows-motion-controls', {
     var self = this;
     var el = this.el;
     this.onButtonChanged = bind(this.onButtonChanged, this);
-    this.onButtonDown = function (evt) { self.onButtonEvent(evt, 'down'); };
-    this.onButtonUp = function (evt) { self.onButtonEvent(evt, 'up'); };
-    this.onButtonTouchStart = function (evt) { self.onButtonEvent(evt, 'touchstart'); };
-    this.onButtonTouchEnd = function (evt) { self.onButtonEvent(evt, 'touchend'); };
+    this.onButtonDown = function (evt) { onButtonEvent(evt, 'down', self); };
+    this.onButtonUp = function (evt) { onButtonEvent(evt, 'up', self); };
+    this.onButtonTouchStart = function (evt) { onButtonEvent(evt, 'touchstart', self); };
+    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt, 'touchend', self); };
     this.onControllerConnected = function () { self.setModelVisibility(true); };
     this.onControllerDisconnected = function () { self.setModelVisibility(false); };
     this.controllerPresent = false;
@@ -72198,8 +72080,8 @@ module.exports.Component = registerComponent('windows-motion-controls', {
     };
 
     // Stored on object to allow for mocking in tests
-    this.emitIfAxesChanged = controllerUtils.emitIfAxesChanged;
-    this.checkControllerPresentAndSetup = controllerUtils.checkControllerPresentAndSetup;
+    this.emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
+    this.checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
 
     el.addEventListener('controllerconnected', this.onControllerConnected);
     el.addEventListener('controllerdisconnected', this.onControllerDisconnected);
@@ -72523,16 +72405,6 @@ module.exports.Component = registerComponent('windows-motion-controls', {
     }
   },
 
-  onButtonEvent: function (evt, evtName) {
-    var buttonName = this.mapping.buttons[evt.detail.id];
-    debug('onButtonEvent(' + evt.detail.id + ', ' + evtName + ')');
-
-    if (buttonName) {
-      // Only emit events for buttons that we know how to map from index to name
-      this.el.emit(buttonName + evtName);
-    }
-  },
-
   onAxisMoved: function (evt) {
     var numAxes = this.mapping.axisMeshNames.length;
 
@@ -76279,7 +76151,7 @@ module.exports.AScene = registerElement('a-scene', {
         camera.aspect = size.width / size.height;
         camera.updateProjectionMatrix();
         // Notify renderer of size change.
-        this.renderer.setSize(size.width, size.height);
+        this.renderer.setSize(size.width, size.height, false);
       },
       writable: window.debug
     },
@@ -78247,7 +78119,7 @@ _dereq_('./core/a-mixin');
 _dereq_('./extras/components/');
 _dereq_('./extras/primitives/');
 
-console.log('A-Frame Version: 0.7.0 (Date 19-10-2017, Commit #187f520)');
+console.log('A-Frame Version: 0.7.0 (Date 25-10-2017, Commit #fcf3a12)');
 console.log('three Version:', pkg.dependencies['three']);
 console.log('WebVR Polyfill Version:', pkg.dependencies['webvr-polyfill']);
 
@@ -79004,7 +78876,7 @@ module.exports.System = registerSystem('geometry', {
     var hash;
 
     // Skip all caching logic.
-    if (data.skipCache || data.mergeTo) { return createGeometry(data); }
+    if (data.skipCache) { return createGeometry(data); }
 
     // Try to retrieve from cache first.
     hash = this.hash(data);
@@ -79030,7 +78902,7 @@ module.exports.System = registerSystem('geometry', {
     var geometry;
     var hash;
 
-    if (data.skipCache || data.mergeTo) { return; }
+    if (data.skipCache) { return; }
 
     hash = this.hash(data);
 
@@ -81024,6 +80896,23 @@ module.exports.emitIfAxesChanged = function (component, axesMapping, evt) {
   }
 };
 
+/**
+ * Handle a button event and reemits the events.
+ *
+ * @param {string} id - id of the button.
+ * @param {string} evtName - name of the reemitted event
+ * @param {object} component - reference to the component
+ * @param {string} hand - handedness of the controller: left or right.
+ */
+module.exports.onButtonEvent = function (id, evtName, component, hand) {
+  var mapping = hand ? component.mapping[hand] : component.mapping;
+  var buttonName = mapping.buttons[id];
+  component.el.emit(buttonName + evtName);
+  if (component.updateModel) {
+    component.updateModel(buttonName, evtName);
+  }
+};
+
 },{"../constants":116}],201:[function(_dereq_,module,exports){
 /**
  * @author dmarcos / https://github.com/dmarcos

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 0 - 0
support/client/lib/vwf/model/aframe/aframe-master.js.map


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 0 - 0
support/client/lib/vwf/model/aframe/aframe-master.min.js


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 0 - 0
support/client/lib/vwf/model/aframe/aframe-master.min.js.map


+ 19 - 0
support/client/lib/vwf/model/aframeComponent.js

@@ -904,6 +904,25 @@ define(["module", "vwf/model", "vwf/utility"], function (module, model, utility)
 
         }
 
+        if (self.state.isComponentClass(protos, "http://vwf.example.com/aframe/app-sun-component.vwf")) {
+            
+ 
+                // aframeObj.el.setAttribute(node.type, {});
+             aframeObj.compName = "sun";
+             aframeObj.el.setAttribute('id', "sun");
+             aframeObj.el.setAttribute(aframeObj.compName, {});
+ 
+         }
+
+         if (self.state.isComponentClass(protos, "http://vwf.example.com/aframe/app-skyshader-component.vwf")) {
+            
+ 
+                // aframeObj.el.setAttribute(node.type, {});
+             aframeObj.compName = "skyshader";
+             aframeObj.el.setAttribute(aframeObj.compName, {});
+ 
+         }
+
 
         if (self.state.isComponentClass(protos, "http://vwf.example.com/aframe/gearvr-controlsComponent.vwf")) {
 

+ 5 - 0
support/proxy/vwf.example.com/aframe/app-skyshader-component.vwf.yaml

@@ -0,0 +1,5 @@
+# Interpolation
+---
+extends: http://vwf.example.com/aframe/aentityComponent.vwf
+type: "component"
+properties:

+ 5 - 0
support/proxy/vwf.example.com/aframe/app-sun-component.vwf.yaml

@@ -0,0 +1,5 @@
+# Interpolation
+---
+extends: http://vwf.example.com/aframe/aentityComponent.vwf
+type: "component"
+properties:

+ 2 - 2
support/proxy/vwf.example.com/aframe/avatar.js

@@ -2,7 +2,7 @@ this.simpleBodyDef = {
     "extends": "http://vwf.example.com/aframe/abox.vwf",
     "properties": {
         "color": "white",
-        "position": "0 0.66 0",
+        "position": "0 0.66 0.3",
         "height": 1.3,
         "width": 0.65,
         "depth": 0.1,
@@ -52,7 +52,7 @@ this.createAvatarBody = function (modelSrc) {
             "myHead": {
                 "extends": "http://vwf.example.com/aframe/aentity.vwf",
                 "properties": {
-                    "position": "0 1.6 0",
+                    "position": "0 1.6 0.3",
                     "visible": true
                 },
                 children: {

Daži faili netika attēloti, jo izmaiņu fails ir pārāk liels