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