text: /**
   * Loader for UTF8 version2 (after r51) encoded models generated by:
   *  http://code.google.com/p/webgl-loader/
   *
   * Code to load/decompress mesh is taken from r100 of this webgl-loader
   */
  
  THREE.UTF8Loader = function () {};
  
  /**
   * Load UTF8 encoded model
   * @param jsonUrl - URL from which to load json containing information about model
   * @param callback - Callback(THREE.Object3D) on successful loading of model
   * @param options - options on how to load model (see THREE.MTLLoader.MaterialCreator for basic options)
   *                  Additional options include
   *                   geometryBase: Base url from which to load referenced geometries
   *                   materialBase: Base url from which to load referenced textures
   */
  
  THREE.UTF8Loader.prototype.load = function ( jsonUrl, callback, options ) {
  
    this.downloadModelJson( jsonUrl, callback, options );
  
  };
  
  // BufferGeometryCreator
  
  THREE.UTF8Loader.BufferGeometryCreator = function () {
  };
  
  THREE.UTF8Loader.BufferGeometryCreator.prototype.create = function ( attribArray, indices ) {
  
    var ntris = indices.length / 3;
  
    var geometry = new THREE.BufferGeometry();
  
    var positions = new Float32Array( ntris * 3 * 3 );
    var normals = new Float32Array( ntris * 3 * 3 );
    var uvs = new Float32Array( ntris * 3 * 2 );
  
    var i, j, offset;
  
    var end = attribArray.length;
    var stride = 8;
  
    // extract positions
  
    j = 0;
    offset = 0;
  
    for ( i = offset; i < end; i += stride ) {
  
      positions[ j ++ ] = attribArray[ i ];
      positions[ j ++ ] = attribArray[ i + 1 ];
      positions[ j ++ ] = attribArray[ i + 2 ];
  
    }
  
    // extract uvs
  
    j = 0;
    offset = 3;
  
    for ( i = offset; i < end; i += stride ) {
  
      uvs[ j ++ ] = attribArray[ i ];
      uvs[ j ++ ] = attribArray[ i + 1 ];
  
    }
  
    // extract normals
  
    j = 0;
    offset = 5;
  
    for ( i = offset; i < end; i += stride ) {
  
      normals[ j ++ ] = attribArray[ i ];
      normals[ j ++ ] = attribArray[ i + 1 ];
      normals[ j ++ ] = attribArray[ i + 2 ];
  
    }
  
    geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
    geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
    geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
    geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  
    geometry.computeBoundingSphere();
  
    return geometry;
  
  };
  
  
  // UTF-8 decoder from webgl-loader (r100)
  // http://code.google.com/p/webgl-loader/
  
  // Model manifest description. Contains objects like:
  // name: {
  //   materials: { 'material_name': { ... } ... },
  //   decodeParams: {
  //     decodeOffsets: [ ... ],
  //     decodeScales: [ ... ],
  //   },
  //   urls: {
  //     'url': [
  //       { material: 'material_name',
  //         attribRange: [#, #],
  //         indexRange: [#, #],
  //         names: [ 'object names' ... ],
  //         lengths: [#, #, # ... ]
  //       }
  //     ],
  //     ...
  //   }
  // }
  
  var DEFAULT_DECODE_PARAMS = {
  
    decodeOffsets: [ - 4095, - 4095, - 4095, 0, 0, - 511, - 511, - 511 ],
    decodeScales: [ 1 / 8191, 1 / 8191, 1 / 8191, 1 / 1023, 1 / 1023, 1 / 1023, 1 / 1023, 1 / 1023 ]
  
    // TODO: normal decoding? (see walt.js)
    // needs to know: input, output (from vertex format!)
    //
    // Should split attrib/index.
    // 1) Decode position and non-normal attributes.
    // 2) Decode indices, computing normals
    // 3) Maybe normalize normals? Only necessary for refinement, or fixed?
    // 4) Maybe refine normals? Should this be part of regular refinement?
    // 5) Morphing
  
  };
  
  // Triangle strips!
  
  // TODO: will it be an optimization to specialize this method at
  // runtime for different combinations of stride, decodeOffset and
  // decodeScale?
  
  THREE.UTF8Loader.prototype.decompressAttribsInner_ = function ( str, inputStart, inputEnd,
    output, outputStart, stride, decodeOffset, decodeScale ) {
  
    var prev = 0;
  
    for ( var j = inputStart; j < inputEnd; j ++ ) {
  
      var code = str.charCodeAt( j );
      prev += ( code >> 1 ) ^ ( - ( code & 1 ) );
  
      output[ outputStart ] = decodeScale * ( prev + decodeOffset );
      outputStart += stride;
  
    }
  
  };
  
  THREE.UTF8Loader.prototype.decompressIndices_ = function ( str, inputStart, numIndices, output, outputStart ) {
  
    var highest = 0;
  
    for ( var i = 0; i < numIndices; i ++ ) {
  
      var code = str.charCodeAt( inputStart ++ );
  
      output[ outputStart ++ ] = highest - code;
  
      if ( code === 0 ) {
  
        highest ++;
  
      }
  
    }
  
  };
  
  THREE.UTF8Loader.prototype.decompressAABBs_ = function ( str, inputStart, numBBoxen, decodeOffsets, decodeScales ) {
  
    var numFloats = 6 * numBBoxen;
  
    var inputEnd = inputStart + numFloats;
    var outputStart = 0;
  
    var bboxen = new Float32Array( numFloats );
  
    for ( var i = inputStart; i < inputEnd; i += 6 ) {
  
      var minX = str.charCodeAt( i + 0 ) + decodeOffsets[ 0 ];
      var minY = str.charCodeAt( i + 1 ) + decodeOffsets[ 1 ];
      var minZ = str.charCodeAt( i + 2 ) + decodeOffsets[ 2 ];
  
      var radiusX = ( str.charCodeAt( i + 3 ) + 1 ) >> 1;
      var radiusY = ( str.charCodeAt( i + 4 ) + 1 ) >> 1;
      var radiusZ = ( str.charCodeAt( i + 5 ) + 1 ) >> 1;
  
      bboxen[ outputStart ++ ] = decodeScales[ 0 ] * ( minX + radiusX );
      bboxen[ outputStart ++ ] = decodeScales[ 1 ] * ( minY + radiusY );
      bboxen[ outputStart ++ ] = decodeScales[ 2 ] * ( minZ + radiusZ );
  
      bboxen[ outputStart ++ ] = decodeScales[ 0 ] * radiusX;
      bboxen[ outputStart ++ ] = decodeScales[ 1 ] * radiusY;
      bboxen[ outputStart ++ ] = decodeScales[ 2 ] * radiusZ;
  
    }
  
    return bboxen;
  
  };
  
  THREE.UTF8Loader.prototype.decompressMesh = function ( str, meshParams, decodeParams, name, idx, callback ) {
  
    // Extract conversion parameters from attribArrays.
  
    var stride = decodeParams.decodeScales.length;
  
    var decodeOffsets = decodeParams.decodeOffsets;
    var decodeScales = decodeParams.decodeScales;
  
    var attribStart = meshParams.attribRange[ 0 ];
    var numVerts = meshParams.attribRange[ 1 ];
  
    // Decode attributes.
  
    var inputOffset = attribStart;
    var attribsOut = new Float32Array( stride * numVerts );
  
    for ( var j = 0; j < stride; j ++ ) {
  
      var end = inputOffset + numVerts;
  
      var decodeScale = decodeScales[ j ];
  
      if ( decodeScale ) {
  
        // Assume if decodeScale is never set, simply ignore the
        // attribute.
  
        this.decompressAttribsInner_( str, inputOffset, end, attribsOut, j, stride, decodeOffsets[ j ], decodeScale );
  
      }
  
      inputOffset = end;
  
    }
  
    var numIndices = 3 * meshParams.indexRange[ 1 ];
  
    var indicesOut = new Uint16Array( numIndices );
  
    this.decompressIndices_( str, inputOffset, numIndices, indicesOut, 0 );
  
    // Decode bboxen.
  
    var bboxen = undefined;
    var bboxOffset = meshParams.bboxes;
  
    if ( bboxOffset ) {
  
      bboxen = this.decompressAABBs_( str, bboxOffset, meshParams.names.length, decodeOffsets, decodeScales );
  
    }
  
    callback( name, idx, attribsOut, indicesOut, bboxen, meshParams );
  
  };
  
  THREE.UTF8Loader.prototype.copyAttrib = function ( stride, attribsOutFixed, lastAttrib, index ) {
  
    for ( var j = 0; j < stride; j ++ ) {
  
      lastAttrib[ j ] = attribsOutFixed[ stride * index + j ];
  
    }
  
  };
  
  THREE.UTF8Loader.prototype.decodeAttrib2 = function ( str, stride, decodeOffsets, decodeScales, deltaStart,
    numVerts, attribsOut, attribsOutFixed, lastAttrib, index ) {
  
    for ( var j = 0; j < 5; j ++ ) {
  
      var code = str.charCodeAt( deltaStart + numVerts * j + index );
      var delta = ( code >> 1 ) ^ ( - ( code & 1 ) );
  
      lastAttrib[ j ] += delta;
      attribsOutFixed[ stride * index + j ] = lastAttrib[ j ];
      attribsOut[ stride * index + j ] = decodeScales[ j ] * ( lastAttrib[ j ] + decodeOffsets[ j ] );
  
    }
  
  };
  
  THREE.UTF8Loader.prototype.accumulateNormal = function ( i0, i1, i2, attribsOutFixed, crosses ) {
  
    var p0x = attribsOutFixed[ 8 * i0 ];
    var p0y = attribsOutFixed[ 8 * i0 + 1 ];
    var p0z = attribsOutFixed[ 8 * i0 + 2 ];
  
    var p1x = attribsOutFixed[ 8 * i1 ];
    var p1y = attribsOutFixed[ 8 * i1 + 1 ];
    var p1z = attribsOutFixed[ 8 * i1 + 2 ];
  
    var p2x = attribsOutFixed[ 8 * i2 ];
    var p2y = attribsOutFixed[ 8 * i2 + 1 ];
    var p2z = attribsOutFixed[ 8 * i2 + 2 ];
  
    p1x -= p0x;
    p1y -= p0y;
    p1z -= p0z;
  
    p2x -= p0x;
    p2y -= p0y;
    p2z -= p0z;
  
    p0x = p1y * p2z - p1z * p2y;
    p0y = p1z * p2x - p1x * p2z;
    p0z = p1x * p2y - p1y * p2x;
  
    crosses[ 3 * i0 ] += p0x;
    crosses[ 3 * i0 + 1 ] += p0y;
    crosses[ 3 * i0 + 2 ] += p0z;
  
    crosses[ 3 * i1 ] += p0x;
    crosses[ 3 * i1 + 1 ] += p0y;
    crosses[ 3 * i1 + 2 ] += p0z;
  
    crosses[ 3 * i2 ] += p0x;
    crosses[ 3 * i2 + 1 ] += p0y;
    crosses[ 3 * i2 + 2 ] += p0z;
  
  };
  
  THREE.UTF8Loader.prototype.decompressMesh2 = function ( str, meshParams, decodeParams, name, idx, callback ) {
  
    var MAX_BACKREF = 96;
  
    // Extract conversion parameters from attribArrays.
  
    var stride = decodeParams.decodeScales.length;
  
    var decodeOffsets = decodeParams.decodeOffsets;
    var decodeScales = decodeParams.decodeScales;
  
    var deltaStart = meshParams.attribRange[ 0 ];
    var numVerts = meshParams.attribRange[ 1 ];
  
    var codeStart = meshParams.codeRange[ 0 ];
  
    var numIndices = 3 * meshParams.codeRange[ 2 ];
  
    var indicesOut = new Uint16Array( numIndices );
  
    var crosses = new Int32Array( 3 * numVerts );
  
    var lastAttrib = new Uint16Array( stride );
  
    var attribsOutFixed = new Uint16Array( stride * numVerts );
    var attribsOut = new Float32Array( stride * numVerts );
  
    var highest = 0;
    var outputStart = 0;
  
    for ( var i = 0; i < numIndices; i += 3 ) {
  
      var code = str.charCodeAt( codeStart ++ );
  
      var max_backref = Math.min( i, MAX_BACKREF );
  
      if ( code < max_backref ) {
  
        // Parallelogram
  
        var winding = code % 3;
        var backref = i - ( code - winding );
        var i0, i1, i2;
  
        switch ( winding ) {
  
          case 0:
  
            i0 = indicesOut[ backref + 2 ];
            i1 = indicesOut[ backref + 1 ];
            i2 = indicesOut[ backref + 0 ];
            break;
  
          case 1:
  
            i0 = indicesOut[ backref + 0 ];
            i1 = indicesOut[ backref + 2 ];
            i2 = indicesOut[ backref + 1 ];
            break;
  
          case 2:
  
            i0 = indicesOut[ backref + 1 ];
            i1 = indicesOut[ backref + 0 ];
            i2 = indicesOut[ backref + 2 ];
            break;
  
        }
  
        indicesOut[ outputStart ++ ] = i0;
        indicesOut[ outputStart ++ ] = i1;
  
        code = str.charCodeAt( codeStart ++ );
  
        var index = highest - code;
        indicesOut[ outputStart ++ ] = index;
  
        if ( code === 0 ) {
  
          for ( var j = 0; j < 5; j ++ ) {
  
            var deltaCode = str.charCodeAt( deltaStart + numVerts * j + highest );
  
            var prediction = ( ( deltaCode >> 1 ) ^ ( - ( deltaCode & 1 ) ) ) +
              attribsOutFixed[ stride * i0 + j ] +
              attribsOutFixed[ stride * i1 + j ] -
              attribsOutFixed[ stride * i2 + j ];
  
            lastAttrib[ j ] = prediction;
  
            attribsOutFixed[ stride * highest + j ] = prediction;
            attribsOut[ stride * highest + j ] = decodeScales[ j ] * ( prediction + decodeOffsets[ j ] );
  
          }
  
          highest ++;
  
        } else {
  
          this.copyAttrib( stride, attribsOutFixed, lastAttrib, index );
  
        }
  
        this.accumulateNormal( i0, i1, index, attribsOutFixed, crosses );
  
      } else {
  
        // Simple
  
        var index0 = highest - ( code - max_backref );
  
        indicesOut[ outputStart ++ ] = index0;
  
        if ( code === max_backref ) {
  
          this.decodeAttrib2( str, stride, decodeOffsets, decodeScales, deltaStart,
            numVerts, attribsOut, attribsOutFixed, lastAttrib, highest ++ );
  
        } else {
  
          this.copyAttrib( stride, attribsOutFixed, lastAttrib, index0 );
  
        }
  
        code = str.charCodeAt( codeStart ++ );
  
        var index1 = highest - code;
        indicesOut[ outputStart ++ ] = index1;
  
        if ( code === 0 ) {
  
          this.decodeAttrib2( str, stride, decodeOffsets, decodeScales, deltaStart,
            numVerts, attribsOut, attribsOutFixed, lastAttrib, highest ++ );
  
        } else {
  
          this.copyAttrib( stride, attribsOutFixed, lastAttrib, index1 );
  
        }
  
        code = str.charCodeAt( codeStart ++ );
  
        var index2 = highest - code;
        indicesOut[ outputStart ++ ] = index2;
  
        if ( code === 0 ) {
  
          for ( var j = 0; j < 5; j ++ ) {
  
            lastAttrib[ j ] = ( attribsOutFixed[ stride * index0 + j ] + attribsOutFixed[ stride * index1 + j ] ) / 2;
  
          }
  
          this.decodeAttrib2( str, stride, decodeOffsets, decodeScales, deltaStart,
            numVerts, attribsOut, attribsOutFixed, lastAttrib, highest ++ );
  
        } else {
  
          this.copyAttrib( stride, attribsOutFixed, lastAttrib, index2 );
  
        }
  
        this.accumulateNormal( index0, index1, index2, attribsOutFixed, crosses );
  
      }
  
    }
  
    for ( var i = 0; i < numVerts; i ++ ) {
  
      var nx = crosses[ 3 * i ];
      var ny = crosses[ 3 * i + 1 ];
      var nz = crosses[ 3 * i + 2 ];
  
      var norm = 511.0 / Math.sqrt( nx * nx + ny * ny + nz * nz );
  
      var cx = str.charCodeAt( deltaStart + 5 * numVerts + i );
      var cy = str.charCodeAt( deltaStart + 6 * numVerts + i );
      var cz = str.charCodeAt( deltaStart + 7 * numVerts + i );
  
      attribsOut[ stride * i + 5 ] = norm * nx + ( ( cx >> 1 ) ^ ( - ( cx & 1 ) ) );
      attribsOut[ stride * i + 6 ] = norm * ny + ( ( cy >> 1 ) ^ ( - ( cy & 1 ) ) );
      attribsOut[ stride * i + 7 ] = norm * nz + ( ( cz >> 1 ) ^ ( - ( cz & 1 ) ) );
  
    }
  
    callback( name, idx, attribsOut, indicesOut, undefined, meshParams );
  
  };
  
  THREE.UTF8Loader.prototype.downloadMesh = function ( path, name, meshEntry, decodeParams, callback ) {
  
    var loader = this;
    var idx = 0;
  
    function onprogress( data ) {
  
      while ( idx < meshEntry.length ) {
  
        var meshParams = meshEntry[ idx ];
        var indexRange = meshParams.indexRange;
  
        if ( indexRange ) {
  
          var meshEnd = indexRange[ 0 ] + 3 * indexRange[ 1 ];
  
          if ( data.length < meshEnd ) break;
  
          loader.decompressMesh( data, meshParams, decodeParams, name, idx, callback );
  
        } else {
  
          var codeRange = meshParams.codeRange;
          var meshEnd = codeRange[ 0 ] + codeRange[ 1 ];
  
          if ( data.length < meshEnd ) break;
  
          loader.decompressMesh2( data, meshParams, decodeParams, name, idx, callback );
  
        }
  
        ++ idx;
  
      }
  
    }
  
    getHttpRequest( path, function ( data ) {
  
      onprogress( data );
  
      // TODO: handle errors.
  
    } );
  
  };
  
  THREE.UTF8Loader.prototype.downloadMeshes = function ( path, meshUrlMap, decodeParams, callback ) {
  
    for ( var url in meshUrlMap ) {
  
      var meshEntry = meshUrlMap[ url ];
      this.downloadMesh( path + url, url, meshEntry, decodeParams, callback );
  
    }
  
  };
  
  THREE.UTF8Loader.prototype.createMeshCallback = function ( materialBaseUrl, loadModelInfo, allDoneCallback ) {
  
    var nCompletedUrls = 0;
    var nExpectedUrls = 0;
  
    var expectedMeshesPerUrl = {};
    var decodedMeshesPerUrl = {};
  
    var modelParts = {};
  
    var meshUrlMap = loadModelInfo.urls;
  
    for ( var url in meshUrlMap ) {
  
      expectedMeshesPerUrl[ url ] = meshUrlMap[ url ].length;
      decodedMeshesPerUrl[ url ] = 0;
  
      nExpectedUrls ++;
  
      modelParts[ url ] = new THREE.Object3D();
  
    }
  
    var model = new THREE.Object3D();
  
    // Prepare materials first...
  
    var materialCreator = new THREE.MTLLoader.MaterialCreator( materialBaseUrl, loadModelInfo.options );
    materialCreator.setMaterials( loadModelInfo.materials );
  
    materialCreator.preload();
  
    // Create callback for creating mesh parts
  
    var bufferGeometryCreator = new THREE.UTF8Loader.BufferGeometryCreator();
  
    var meshCallback = function ( name, idx, attribArray, indexArray, bboxen, meshParams ) {
  
      // Got ourselves a new mesh
  
      // name identifies this part of the model (url)
      // idx is the mesh index of this mesh of the part
      // attribArray defines the vertices
      // indexArray defines the faces
      // bboxen defines the bounding box
      // meshParams contains the material info
  
      var geometry = bufferGeometryCreator.create( attribArray, indexArray );
      var material = materialCreator.create( meshParams.material );
  
      var mesh = new THREE.Mesh( geometry, material );
      modelParts[ name ].add( mesh );
  
      //model.add(new THREE.Mesh(geometry, material));
  
      decodedMeshesPerUrl[ name ] ++;
  
      if ( decodedMeshesPerUrl[ name ] === expectedMeshesPerUrl[ name ] ) {
  
        nCompletedUrls ++;
  
        model.add( modelParts[ name ] );
  
        if ( nCompletedUrls === nExpectedUrls ) {
  
          // ALL DONE!!!
  
          allDoneCallback( model );
  
        }
  
      }
  
    };
  
    return meshCallback;
  
  };
  
  THREE.UTF8Loader.prototype.downloadModel = function ( geometryBase, materialBase, model, callback ) {
  
    var meshCallback = this.createMeshCallback( materialBase, model, callback );
    this.downloadMeshes( geometryBase, model.urls, model.decodeParams, meshCallback );
  
  };
  
  THREE.UTF8Loader.prototype.downloadModelJson = function ( jsonUrl, callback, options ) {
  
    getJsonRequest( jsonUrl, function ( loaded ) {
  
      if ( ! loaded.decodeParams ) {
  
        if ( options && options.decodeParams ) {
  
          loaded.decodeParams = options.decodeParams;
  
        } else {
  
          loaded.decodeParams = DEFAULT_DECODE_PARAMS;
  
        }
  
      }
  
      loaded.options = options;
  
      var geometryBase = jsonUrl.substr( 0, jsonUrl.lastIndexOf( "/" ) + 1 );
      var materialBase = geometryBase;
  
      if ( options && options.geometryBase ) {
  
        geometryBase = options.geometryBase;
  
        if ( geometryBase.charAt( geometryBase.length - 1 ) !== "/" ) {
  
          geometryBase = geometryBase + "/";
  
        }
  
      }
  
      if ( options && options.materialBase ) {
  
        materialBase = options.materialBase;
  
        if ( materialBase.charAt( materialBase.length - 1 ) !== "/" ) {
  
          materialBase = materialBase + "/";
  
        }
  
      }
  
      this.downloadModel( geometryBase, materialBase, loaded, callback );
  
    }.bind( this ) );
  
  };
  
  // XMLHttpRequest stuff
  
  function getHttpRequest( url, onload, opt_onprogress ) {
  
    var req = new THREE.FileLoader();
    req.load( url, onload, opt_onprogress );
  
  }
  
  function getJsonRequest( url, onjson ) {
  
    getHttpRequest( url, function ( e ) {
  
      onjson( JSON.parse( e ) );
  
    },
    function () {} );
  
  }
  
  function addListeners( dom, listeners ) {
  
    // TODO: handle event capture, object binding.
  
    for ( var key in listeners ) {
  
      dom.addEventListener( key, listeners[ key ] );
  
    }
  
  }
  