text: import {
  	AmbientLight,
  	AnimationClip,
  	Bone,
  	BufferAttribute,
  	BufferGeometry,
  	ClampToEdgeWrapping,
  	Color,
  	DirectionalLight,
  	EquirectangularReflectionMapping,
  	Euler,
  	FileLoader,
  	Float32BufferAttribute,
  	Group,
  	Line,
  	LineBasicMaterial,
  	Loader,
  	LoaderUtils,
  	MathUtils,
  	Matrix3,
  	Matrix4,
  	Mesh,
  	MeshLambertMaterial,
  	MeshPhongMaterial,
  	NumberKeyframeTrack,
  	Object3D,
  	OrthographicCamera,
  	PerspectiveCamera,
  	PointLight,
  	PropertyBinding,
  	Quaternion,
  	QuaternionKeyframeTrack,
  	RepeatWrapping,
  	Skeleton,
  	SkinnedMesh,
  	SpotLight,
  	Texture,
  	TextureLoader,
  	Uint16BufferAttribute,
  	Vector3,
  	Vector4,
  	VectorKeyframeTrack,
  	sRGBEncoding
  } from '../../../build/three.module.js';
  import * as fflate from '../libs/fflate.module.min.js';
  import { NURBSCurve } from '../curves/NURBSCurve.js';
  
  /**
   * Loader loads FBX file and generates Group representing FBX scene.
   * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
   * Versions lower than this may load but will probably have errors
   *
   * Needs Support:
   *  Morph normals / blend shape normals
   *
   * FBX format references:
   * 	https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
   * 	http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
   *
   * 	Binary format specification:
   *		https://code.blender.org/2013/08/fbx-binary-file-format-specification/
   */
  
  
  let fbxTree;
  let connections;
  let sceneGraph;
  
  class FBXLoader extends Loader {
  
  	constructor( manager ) {
  
  		super( manager );
  
  	}
  
  	load( url, onLoad, onProgress, onError ) {
  
  		const scope = this;
  
  		const path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
  
  		const loader = new FileLoader( this.manager );
  		loader.setPath( scope.path );
  		loader.setResponseType( 'arraybuffer' );
  		loader.setRequestHeader( scope.requestHeader );
  		loader.setWithCredentials( scope.withCredentials );
  
  		loader.load( url, function ( buffer ) {
  
  			try {
  
  				onLoad( scope.parse( buffer, path ) );
  
  			} catch ( e ) {
  
  				if ( onError ) {
  
  					onError( e );
  
  				} else {
  
  					console.error( e );
  
  				}
  
  				scope.manager.itemError( url );
  
  			}
  
  		}, onProgress, onError );
  
  	}
  
  	parse( FBXBuffer, path ) {
  
  		if ( isFbxFormatBinary( FBXBuffer ) ) {
  
  			fbxTree = new BinaryParser().parse( FBXBuffer );
  
  		} else {
  
  			const 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 );
  
  		const textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  
  		return new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );
  
  	}
  
  }
  
  // Parse the FBXTree object returned by the BinaryParser or TextParser and return a Group
  class FBXTreeParser {
  
  	constructor( textureLoader, manager ) {
  
  		this.textureLoader = textureLoader;
  		this.manager = manager;
  
  	}
  
  	parse() {
  
  		connections = this.parseConnections();
  
  		const images = this.parseImages();
  		const textures = this.parseTextures( images );
  		const materials = this.parseMaterials( textures );
  		const deformers = this.parseDeformers();
  		const geometryMap = new GeometryParser().parse( deformers );
  
  		this.parseScene( deformers, geometryMap, materials );
  
  		return sceneGraph;
  
  	}
  
  	// Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  	// and details the connection type
  	parseConnections() {
  
  		const connectionMap = new Map();
  
  		if ( 'Connections' in fbxTree ) {
  
  			const rawConnections = fbxTree.Connections.connections;
  
  			rawConnections.forEach( function ( rawConnection ) {
  
  				const fromID = rawConnection[ 0 ];
  				const toID = rawConnection[ 1 ];
  				const relationship = rawConnection[ 2 ];
  
  				if ( ! connectionMap.has( fromID ) ) {
  
  					connectionMap.set( fromID, {
  						parents: [],
  						children: []
  					} );
  
  				}
  
  				const parentRelationship = { ID: toID, relationship: relationship };
  				connectionMap.get( fromID ).parents.push( parentRelationship );
  
  				if ( ! connectionMap.has( toID ) ) {
  
  					connectionMap.set( toID, {
  						parents: [],
  						children: []
  					} );
  
  				}
  
  				const childRelationship = { ID: fromID, relationship: relationship };
  				connectionMap.get( toID ).children.push( childRelationship );
  
  			} );
  
  		}
  
  		return connectionMap;
  
  	}
  
  	// Parse FBXTree.Objects.Video for embedded image data
  	// These images are connected to textures in FBXTree.Objects.Textures
  	// via FBXTree.Connections.
  	parseImages() {
  
  		const images = {};
  		const blobs = {};
  
  		if ( 'Video' in fbxTree.Objects ) {
  
  			const videoNodes = fbxTree.Objects.Video;
  
  			for ( const nodeID in videoNodes ) {
  
  				const videoNode = videoNodes[ nodeID ];
  
  				const id = parseInt( nodeID );
  
  				images[ id ] = videoNode.RelativeFilename || videoNode.Filename;
  
  				// raw image data is in videoNode.Content
  				if ( 'Content' in videoNode ) {
  
  					const arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
  					const base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );
  
  					if ( arrayBufferContent || base64Content ) {
  
  						const image = this.parseImage( videoNodes[ nodeID ] );
  
  						blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;
  
  					}
  
  				}
  
  			}
  
  		}
  
  		for ( const id in images ) {
  
  			const filename = images[ id ];
  
  			if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
  			else images[ id ] = images[ id ].split( '\\' ).pop();
  
  		}
  
  		return images;
  
  	}
  
  	// Parse embedded image data in FBXTree.Video.Content
  	parseImage( videoNode ) {
  
  		const content = videoNode.Content;
  		const fileName = videoNode.RelativeFilename || videoNode.Filename;
  		const extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  
  		let type;
  
  		switch ( extension ) {
  
  			case 'bmp':
  
  				type = 'image/bmp';
  				break;
  
  			case 'jpg':
  			case 'jpeg':
  
  				type = 'image/jpeg';
  				break;
  
  			case 'png':
  
  				type = 'image/png';
  				break;
  
  			case 'tif':
  
  				type = 'image/tiff';
  				break;
  
  			case 'tga':
  
  				if ( this.manager.getHandler( '.tga' ) === null ) {
  
  					console.warn( 'FBXLoader: TGA loader not found, skipping ', fileName );
  
  				}
  
  				type = 'image/tga';
  				break;
  
  			default:
  
  				console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  				return;
  
  		}
  
  		if ( typeof content === 'string' ) { // ASCII format
  
  			return 'data:' + type + ';base64,' + content;
  
  		} else { // Binary Format
  
  			const array = new Uint8Array( content );
  			return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  
  		}
  
  	}
  
  	// Parse nodes in FBXTree.Objects.Texture
  	// These contain details such as UV scaling, cropping, rotation etc and are connected
  	// to images in FBXTree.Objects.Video
  	parseTextures( images ) {
  
  		const textureMap = new Map();
  
  		if ( 'Texture' in fbxTree.Objects ) {
  
  			const textureNodes = fbxTree.Objects.Texture;
  			for ( const nodeID in textureNodes ) {
  
  				const texture = this.parseTexture( textureNodes[ nodeID ], images );
  				textureMap.set( parseInt( nodeID ), texture );
  
  			}
  
  		}
  
  		return textureMap;
  
  	}
  
  	// Parse individual node in FBXTree.Objects.Texture
  	parseTexture( textureNode, images ) {
  
  		const texture = this.loadTexture( textureNode, images );
  
  		texture.ID = textureNode.id;
  
  		texture.name = textureNode.attrName;
  
  		const wrapModeU = textureNode.WrapModeU;
  		const wrapModeV = textureNode.WrapModeV;
  
  		const valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  		const 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 ? RepeatWrapping : ClampToEdgeWrapping;
  		texture.wrapT = valueV === 0 ? RepeatWrapping : ClampToEdgeWrapping;
  
  		if ( 'Scaling' in textureNode ) {
  
  			const values = textureNode.Scaling.value;
  
  			texture.repeat.x = values[ 0 ];
  			texture.repeat.y = values[ 1 ];
  
  		}
  
  		return texture;
  
  	}
  
  	// load a texture specified as a blob or data URI, or via an external URL using TextureLoader
  	loadTexture( textureNode, images ) {
  
  		let fileName;
  
  		const currentPath = this.textureLoader.path;
  
  		const children = connections.get( textureNode.id ).children;
  
  		if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {
  
  			fileName = images[ children[ 0 ].ID ];
  
  			if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  
  				this.textureLoader.setPath( undefined );
  
  			}
  
  		}
  
  		let texture;
  
  		const extension = textureNode.FileName.slice( - 3 ).toLowerCase();
  
  		if ( extension === 'tga' ) {
  
  			const loader = this.manager.getHandler( '.tga' );
  
  			if ( loader === null ) {
  
  				console.warn( 'FBXLoader: TGA loader not found, creating placeholder texture for', textureNode.RelativeFilename );
  				texture = new Texture();
  
  			} else {
  
  				texture = loader.load( fileName );
  
  			}
  
  		} else if ( extension === 'psd' ) {
  
  			console.warn( 'FBXLoader: PSD textures are not supported, creating placeholder texture for', textureNode.RelativeFilename );
  			texture = new Texture();
  
  		} else {
  
  			texture = this.textureLoader.load( fileName );
  
  		}
  
  		this.textureLoader.setPath( currentPath );
  
  		return texture;
  
  	}
  
  	// Parse nodes in FBXTree.Objects.Material
  	parseMaterials( textureMap ) {
  
  		const materialMap = new Map();
  
  		if ( 'Material' in fbxTree.Objects ) {
  
  			const materialNodes = fbxTree.Objects.Material;
  
  			for ( const nodeID in materialNodes ) {
  
  				const material = this.parseMaterial( materialNodes[ nodeID ], textureMap );
  
  				if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  
  			}
  
  		}
  
  		return materialMap;
  
  	}
  
  	// Parse single node in FBXTree.Objects.Material
  	// Materials are connected to texture maps in FBXTree.Objects.Textures
  	// FBX format currently only supports Lambert and Phong shading models
  	parseMaterial( materialNode, textureMap ) {
  
  		const ID = materialNode.id;
  		const name = materialNode.attrName;
  		let type = materialNode.ShadingModel;
  
  		// Case where FBX wraps shading model in property object.
  		if ( typeof type === 'object' ) {
  
  			type = type.value;
  
  		}
  
  		// Ignore unused materials which don't have any connections.
  		if ( ! connections.has( ID ) ) return null;
  
  		const parameters = this.parseParameters( materialNode, textureMap, ID );
  
  		let material;
  
  		switch ( type.toLowerCase() ) {
  
  			case 'phong':
  				material = new MeshPhongMaterial();
  				break;
  			case 'lambert':
  				material = new MeshLambertMaterial();
  				break;
  			default:
  				console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  				material = new MeshPhongMaterial();
  				break;
  
  		}
  
  		material.setValues( parameters );
  		material.name = name;
  
  		return material;
  
  	}
  
  	// Parse FBX material and return parameters suitable for a three.js material
  	// Also parse the texture map and return any textures associated with the material
  	parseParameters( materialNode, textureMap, ID ) {
  
  		const parameters = {};
  
  		if ( materialNode.BumpFactor ) {
  
  			parameters.bumpScale = materialNode.BumpFactor.value;
  
  		}
  
  		if ( materialNode.Diffuse ) {
  
  			parameters.color = new Color().fromArray( materialNode.Diffuse.value );
  
  		} else if ( materialNode.DiffuseColor && ( materialNode.DiffuseColor.type === 'Color' || materialNode.DiffuseColor.type === 'ColorRGB' ) ) {
  
  			// The blender exporter exports diffuse here instead of in materialNode.Diffuse
  			parameters.color = new Color().fromArray( materialNode.DiffuseColor.value );
  
  		}
  
  		if ( materialNode.DisplacementFactor ) {
  
  			parameters.displacementScale = materialNode.DisplacementFactor.value;
  
  		}
  
  		if ( materialNode.Emissive ) {
  
  			parameters.emissive = new Color().fromArray( materialNode.Emissive.value );
  
  		} else if ( materialNode.EmissiveColor && ( materialNode.EmissiveColor.type === 'Color' || materialNode.EmissiveColor.type === 'ColorRGB' ) ) {
  
  			// The blender exporter exports emissive color here instead of in materialNode.Emissive
  			parameters.emissive = new Color().fromArray( materialNode.EmissiveColor.value );
  
  		}
  
  		if ( materialNode.EmissiveFactor ) {
  
  			parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );
  
  		}
  
  		if ( materialNode.Opacity ) {
  
  			parameters.opacity = parseFloat( materialNode.Opacity.value );
  
  		}
  
  		if ( parameters.opacity < 1.0 ) {
  
  			parameters.transparent = true;
  
  		}
  
  		if ( materialNode.ReflectionFactor ) {
  
  			parameters.reflectivity = materialNode.ReflectionFactor.value;
  
  		}
  
  		if ( materialNode.Shininess ) {
  
  			parameters.shininess = materialNode.Shininess.value;
  
  		}
  
  		if ( materialNode.Specular ) {
  
  			parameters.specular = new Color().fromArray( materialNode.Specular.value );
  
  		} else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {
  
  			// The blender exporter exports specular color here instead of in materialNode.Specular
  			parameters.specular = new Color().fromArray( materialNode.SpecularColor.value );
  
  		}
  
  		const scope = this;
  		connections.get( ID ).children.forEach( function ( child ) {
  
  			const type = child.relationship;
  
  			switch ( type ) {
  
  				case 'Bump':
  					parameters.bumpMap = scope.getTexture( textureMap, child.ID );
  					break;
  
  				case 'Maya|TEX_ao_map':
  					parameters.aoMap = scope.getTexture( textureMap, child.ID );
  					break;
  
  				case 'DiffuseColor':
  				case 'Maya|TEX_color_map':
  					parameters.map = scope.getTexture( textureMap, child.ID );
  					parameters.map.encoding = sRGBEncoding;
  					break;
  
  				case 'DisplacementColor':
  					parameters.displacementMap = scope.getTexture( textureMap, child.ID );
  					break;
  
  				case 'EmissiveColor':
  					parameters.emissiveMap = scope.getTexture( textureMap, child.ID );
  					parameters.emissiveMap.encoding = sRGBEncoding;
  					break;
  
  				case 'NormalMap':
  				case 'Maya|TEX_normal_map':
  					parameters.normalMap = scope.getTexture( textureMap, child.ID );
  					break;
  
  				case 'ReflectionColor':
  					parameters.envMap = scope.getTexture( textureMap, child.ID );
  					parameters.envMap.mapping = EquirectangularReflectionMapping;
  					parameters.envMap.encoding = sRGBEncoding;
  					break;
  
  				case 'SpecularColor':
  					parameters.specularMap = scope.getTexture( textureMap, child.ID );
  					parameters.specularMap.encoding = sRGBEncoding;
  					break;
  
  				case 'TransparentColor':
  				case 'TransparencyFactor':
  					parameters.alphaMap = scope.getTexture( textureMap, child.ID );
  					parameters.transparent = true;
  					break;
  
  				case 'AmbientColor':
  				case 'ShininessExponent': // AKA glossiness map
  				case 'SpecularFactor': // AKA specularLevel
  				case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  				default:
  					console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  					break;
  
  			}
  
  		} );
  
  		return parameters;
  
  	}
  
  	// get a texture from the textureMap for use by a material.
  	getTexture( textureMap, id ) {
  
  		// if the texture is a layered texture, just use the first layer and issue a warning
  		if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {
  
  			console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
  			id = connections.get( id ).children[ 0 ].ID;
  
  		}
  
  		return textureMap.get( id );
  
  	}
  
  	// Parse nodes in FBXTree.Objects.Deformer
  	// Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  	// Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  	parseDeformers() {
  
  		const skeletons = {};
  		const morphTargets = {};
  
  		if ( 'Deformer' in fbxTree.Objects ) {
  
  			const DeformerNodes = fbxTree.Objects.Deformer;
  
  			for ( const nodeID in DeformerNodes ) {
  
  				const deformerNode = DeformerNodes[ nodeID ];
  
  				const relationships = connections.get( parseInt( nodeID ) );
  
  				if ( deformerNode.attrType === 'Skin' ) {
  
  					const skeleton = this.parseSkeleton( relationships, DeformerNodes );
  					skeleton.ID = nodeID;
  
  					if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
  					skeleton.geometryID = relationships.parents[ 0 ].ID;
  
  					skeletons[ nodeID ] = skeleton;
  
  				} else if ( deformerNode.attrType === 'BlendShape' ) {
  
  					const morphTarget = {
  						id: nodeID,
  					};
  
  					morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
  					morphTarget.id = nodeID;
  
  					if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );
  
  					morphTargets[ nodeID ] = morphTarget;
  
  				}
  
  			}
  
  		}
  
  		return {
  
  			skeletons: skeletons,
  			morphTargets: morphTargets,
  
  		};
  
  	}
  
  	// Parse single nodes in FBXTree.Objects.Deformer
  	// The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
  	// Each skin node represents a skeleton and each cluster node represents a bone
  	parseSkeleton( relationships, deformerNodes ) {
  
  		const rawBones = [];
  
  		relationships.children.forEach( function ( child ) {
  
  			const boneNode = deformerNodes[ child.ID ];
  
  			if ( boneNode.attrType !== 'Cluster' ) return;
  
  			const rawBone = {
  
  				ID: child.ID,
  				indices: [],
  				weights: [],
  				transformLink: new Matrix4().fromArray( boneNode.TransformLink.a ),
  				// transform: new Matrix4().fromArray( boneNode.Transform.a ),
  				// linkMode: boneNode.Mode,
  
  			};
  
  			if ( 'Indexes' in boneNode ) {
  
  				rawBone.indices = boneNode.Indexes.a;
  				rawBone.weights = boneNode.Weights.a;
  
  			}
  
  			rawBones.push( rawBone );
  
  		} );
  
  		return {
  
  			rawBones: rawBones,
  			bones: []
  
  		};
  
  	}
  
  	// The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
  	parseMorphTargets( relationships, deformerNodes ) {
  
  		const rawMorphTargets = [];
  
  		for ( let i = 0; i < relationships.children.length; i ++ ) {
  
  			const child = relationships.children[ i ];
  
  			const morphTargetNode = deformerNodes[ child.ID ];
  
  			const rawMorphTarget = {
  
  				name: morphTargetNode.attrName,
  				initialWeight: morphTargetNode.DeformPercent,
  				id: morphTargetNode.id,
  				fullWeights: morphTargetNode.FullWeights.a
  
  			};
  
  			if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;
  
  			rawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {
  
  				return child.relationship === undefined;
  
  			} )[ 0 ].ID;
  
  			rawMorphTargets.push( rawMorphTarget );
  
  		}
  
  		return rawMorphTargets;
  
  	}
  
  	// create the main Group() to be returned by the loader
  	parseScene( deformers, geometryMap, materialMap ) {
  
  		sceneGraph = new Group();
  
  		const modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );
  
  		const modelNodes = fbxTree.Objects.Model;
  
  		const scope = this;
  		modelMap.forEach( function ( model ) {
  
  			const modelNode = modelNodes[ model.ID ];
  			scope.setLookAtProperties( model, modelNode );
  
  			const parentConnections = connections.get( model.ID ).parents;
  
  			parentConnections.forEach( function ( connection ) {
  
  				const parent = modelMap.get( connection.ID );
  				if ( parent !== undefined ) parent.add( model );
  
  			} );
  
  			if ( model.parent === null ) {
  
  				sceneGraph.add( model );
  
  			}
  
  
  		} );
  
  		this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );
  
  		this.createAmbientLight();
  
  		this.setupMorphMaterials();
  
  		sceneGraph.traverse( function ( node ) {
  
  			if ( node.userData.transformData ) {
  
  				if ( node.parent ) {
  
  					node.userData.transformData.parentMatrix = node.parent.matrix;
  					node.userData.transformData.parentMatrixWorld = node.parent.matrixWorld;
  
  				}
  
  				const transform = generateTransform( node.userData.transformData );
  
  				node.applyMatrix4( transform );
  				node.updateWorldMatrix();
  
  			}
  
  		} );
  
  		const animations = new AnimationParser().parse();
  
  		// if all the models where already combined in a single group, just return that
  		if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {
  
  			sceneGraph.children[ 0 ].animations = animations;
  			sceneGraph = sceneGraph.children[ 0 ];
  
  		}
  
  		sceneGraph.animations = animations;
  
  	}
  
  	// parse nodes in FBXTree.Objects.Model
  	parseModels( skeletons, geometryMap, materialMap ) {
  
  		const modelMap = new Map();
  		const modelNodes = fbxTree.Objects.Model;
  
  		for ( const nodeID in modelNodes ) {
  
  			const id = parseInt( nodeID );
  			const node = modelNodes[ nodeID ];
  			const relationships = connections.get( id );
  
  			let model = this.buildSkeleton( relationships, skeletons, id, node.attrName );
  
  			if ( ! model ) {
  
  				switch ( node.attrType ) {
  
  					case 'Camera':
  						model = this.createCamera( relationships );
  						break;
  					case 'Light':
  						model = this.createLight( relationships );
  						break;
  					case 'Mesh':
  						model = this.createMesh( relationships, geometryMap, materialMap );
  						break;
  					case 'NurbsCurve':
  						model = this.createCurve( relationships, geometryMap );
  						break;
  					case 'LimbNode':
  					case 'Root':
  						model = new Bone();
  						break;
  					case 'Null':
  					default:
  						model = new Group();
  						break;
  
  				}
  
  				model.name = node.attrName ? PropertyBinding.sanitizeNodeName( node.attrName ) : '';
  
  				model.ID = id;
  
  			}
  
  			this.getTransformData( model, node );
  			modelMap.set( id, model );
  
  		}
  
  		return modelMap;
  
  	}
  
  	buildSkeleton( relationships, skeletons, id, name ) {
  
  		let bone = null;
  
  		relationships.parents.forEach( function ( parent ) {
  
  			for ( const ID in skeletons ) {
  
  				const skeleton = skeletons[ ID ];
  
  				skeleton.rawBones.forEach( function ( rawBone, i ) {
  
  					if ( rawBone.ID === parent.ID ) {
  
  						const subBone = bone;
  						bone = new Bone();
  
  						bone.matrixWorld.copy( rawBone.transformLink );
  
  						// set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
  
  						bone.name = name ? PropertyBinding.sanitizeNodeName( name ) : '';
  						bone.ID = id;
  
  						skeleton.bones[ i ] = bone;
  
  						// In cases where a bone is shared between multiple meshes
  						// duplicate the bone here and and it as a child of the first bone
  						if ( subBone !== null ) {
  
  							bone.add( subBone );
  
  						}
  
  					}
  
  				} );
  
  			}
  
  		} );
  
  		return bone;
  
  	}
  
  	// create a PerspectiveCamera or OrthographicCamera
  	createCamera( relationships ) {
  
  		let model;
  		let cameraAttribute;
  
  		relationships.children.forEach( function ( child ) {
  
  			const attr = fbxTree.Objects.NodeAttribute[ child.ID ];
  
  			if ( attr !== undefined ) {
  
  				cameraAttribute = attr;
  
  			}
  
  		} );
  
  		if ( cameraAttribute === undefined ) {
  
  			model = new Object3D();
  
  		} else {
  
  			let type = 0;
  			if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  
  				type = 1;
  
  			}
  
  			let nearClippingPlane = 1;
  			if ( cameraAttribute.NearPlane !== undefined ) {
  
  				nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  
  			}
  
  			let farClippingPlane = 1000;
  			if ( cameraAttribute.FarPlane !== undefined ) {
  
  				farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  
  			}
  
  
  			let width = window.innerWidth;
  			let height = window.innerHeight;
  
  			if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  
  				width = cameraAttribute.AspectWidth.value;
  				height = cameraAttribute.AspectHeight.value;
  
  			}
  
  			const aspect = width / height;
  
  			let fov = 45;
  			if ( cameraAttribute.FieldOfView !== undefined ) {
  
  				fov = cameraAttribute.FieldOfView.value;
  
  			}
  
  			const focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;
  
  			switch ( type ) {
  
  				case 0: // Perspective
  					model = new PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  					if ( focalLength !== null ) model.setFocalLength( focalLength );
  					break;
  
  				case 1: // Orthographic
  					model = new OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  					break;
  
  				default:
  					console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  					model = new Object3D();
  					break;
  
  			}
  
  		}
  
  		return model;
  
  	}
  
  	// Create a DirectionalLight, PointLight or SpotLight
  	createLight( relationships ) {
  
  		let model;
  		let lightAttribute;
  
  		relationships.children.forEach( function ( child ) {
  
  			const attr = fbxTree.Objects.NodeAttribute[ child.ID ];
  
  			if ( attr !== undefined ) {
  
  				lightAttribute = attr;
  
  			}
  
  		} );
  
  		if ( lightAttribute === undefined ) {
  
  			model = new Object3D();
  
  		} else {
  
  			let type;
  
  			// LightType can be undefined for Point lights
  			if ( lightAttribute.LightType === undefined ) {
  
  				type = 0;
  
  			} else {
  
  				type = lightAttribute.LightType.value;
  
  			}
  
  			let color = 0xffffff;
  
  			if ( lightAttribute.Color !== undefined ) {
  
  				color = new Color().fromArray( lightAttribute.Color.value );
  
  			}
  
  			let intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  
  			// light disabled
  			if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  
  				intensity = 0;
  
  			}
  
  			let distance = 0;
  			if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  
  				if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  
  					distance = 0;
  
  				} else {
  
  					distance = lightAttribute.FarAttenuationEnd.value;
  
  				}
  
  			}
  
  			// TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  			const decay = 1;
  
  			switch ( type ) {
  
  				case 0: // Point
  					model = new PointLight( color, intensity, distance, decay );
  					break;
  
  				case 1: // Directional
  					model = new DirectionalLight( color, intensity );
  					break;
  
  				case 2: // Spot
  					let angle = Math.PI / 3;
  
  					if ( lightAttribute.InnerAngle !== undefined ) {
  
  						angle = MathUtils.degToRad( lightAttribute.InnerAngle.value );
  
  					}
  
  					let penumbra = 0;
  					if ( lightAttribute.OuterAngle !== undefined ) {
  
  						// TODO: this is not correct - FBX calculates outer and inner angle in degrees
  						// with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  						// while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  						penumbra = MathUtils.degToRad( lightAttribute.OuterAngle.value );
  						penumbra = Math.max( penumbra, 1 );
  
  					}
  
  					model = new SpotLight( color, intensity, distance, angle, penumbra, decay );
  					break;
  
  				default:
  					console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a PointLight.' );
  					model = new PointLight( color, intensity );
  					break;
  
  			}
  
  			if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  
  				model.castShadow = true;
  
  			}
  
  		}
  
  		return model;
  
  	}
  
  	createMesh( relationships, geometryMap, materialMap ) {
  
  		let model;
  		let geometry = null;
  		let material = null;
  		const materials = [];
  
  		// get geometry and materials(s) from connections
  		relationships.children.forEach( function ( child ) {
  
  			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 MeshPhongMaterial( { color: 0xcccccc } );
  			materials.push( material );
  
  		}
  
  		if ( 'color' in geometry.attributes ) {
  
  			materials.forEach( function ( material ) {
  
  				material.vertexColors = true;
  
  			} );
  
  		}
  
  		if ( geometry.FBX_Deformer ) {
  
  			materials.forEach( function ( material ) {
  
  				material.skinning = true;
  
  			} );
  
  			model = new SkinnedMesh( geometry, material );
  			model.normalizeSkinWeights();
  
  		} else {
  
  			model = new Mesh( geometry, material );
  
  		}
  
  		return model;
  
  	}
  
  	createCurve( relationships, geometryMap ) {
  
  		const geometry = relationships.children.reduce( function ( geo, child ) {
  
  			if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
  
  			return geo;
  
  		}, null );
  
  		// FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  		const material = new LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
  		return new Line( geometry, material );
  
  	}
  
  	// parse the model node for transform data
  	getTransformData( model, modelNode ) {
  
  		const transformData = {};
  
  		if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
  
  		if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
  		else transformData.eulerOrder = 'ZYX';
  
  		if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
  
  		if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
  		if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
  		if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;
  
  		if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;
  
  		if ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;
  		if ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;
  
  		if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
  		if ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;
  
  		model.userData.transformData = transformData;
  
  	}
  
  	setLookAtProperties( model, modelNode ) {
  
  		if ( 'LookAtProperty' in modelNode ) {
  
  			const children = connections.get( model.ID ).children;
  
  			children.forEach( function ( child ) {
  
  				if ( child.relationship === 'LookAtProperty' ) {
  
  					const lookAtTarget = fbxTree.Objects.Model[ child.ID ];
  
  					if ( 'Lcl_Translation' in lookAtTarget ) {
  
  						const pos = lookAtTarget.Lcl_Translation.value;
  
  						// DirectionalLight, SpotLight
  						if ( model.target !== undefined ) {
  
  							model.target.position.fromArray( pos );
  							sceneGraph.add( model.target );
  
  						} else { // Cameras and other Object3Ds
  
  							model.lookAt( new Vector3().fromArray( pos ) );
  
  						}
  
  					}
  
  				}
  
  			} );
  
  		}
  
  	}
  
  	bindSkeleton( skeletons, geometryMap, modelMap ) {
  
  		const bindMatrices = this.parsePoseNodes();
  
  		for ( const ID in skeletons ) {
  
  			const skeleton = skeletons[ ID ];
  
  			const parents = connections.get( parseInt( skeleton.ID ) ).parents;
  
  			parents.forEach( function ( parent ) {
  
  				if ( geometryMap.has( parent.ID ) ) {
  
  					const geoID = parent.ID;
  					const geoRelationships = connections.get( geoID );
  
  					geoRelationships.parents.forEach( function ( geoConnParent ) {
  
  						if ( modelMap.has( geoConnParent.ID ) ) {
  
  							const model = modelMap.get( geoConnParent.ID );
  
  							model.bind( new Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );
  
  						}
  
  					} );
  
  				}
  
  			} );
  
  		}
  
  	}
  
  	parsePoseNodes() {
  
  		const bindMatrices = {};
  
  		if ( 'Pose' in fbxTree.Objects ) {
  
  			const BindPoseNode = fbxTree.Objects.Pose;
  
  			for ( const nodeID in BindPoseNode ) {
  
  				if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  
  					const poseNodes = BindPoseNode[ nodeID ].PoseNode;
  
  					if ( Array.isArray( poseNodes ) ) {
  
  						poseNodes.forEach( function ( poseNode ) {
  
  							bindMatrices[ poseNode.Node ] = new Matrix4().fromArray( poseNode.Matrix.a );
  
  						} );
  
  					} else {
  
  						bindMatrices[ poseNodes.Node ] = new Matrix4().fromArray( poseNodes.Matrix.a );
  
  					}
  
  				}
  
  			}
  
  		}
  
  		return bindMatrices;
  
  	}
  
  	// Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
  	createAmbientLight() {
  
  		if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {
  
  			const ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
  			const r = ambientColor[ 0 ];
  			const g = ambientColor[ 1 ];
  			const b = ambientColor[ 2 ];
  
  			if ( r !== 0 || g !== 0 || b !== 0 ) {
  
  				const color = new Color( r, g, b );
  				sceneGraph.add( new AmbientLight( color, 1 ) );
  
  			}
  
  		}
  
  	}
  
  	setupMorphMaterials() {
  
  		const scope = this;
  		sceneGraph.traverse( function ( child ) {
  
  			if ( child.isMesh ) {
  
  				if ( child.geometry.morphAttributes.position && child.geometry.morphAttributes.position.length ) {
  
  					if ( Array.isArray( child.material ) ) {
  
  						child.material.forEach( function ( material, i ) {
  
  							scope.setupMorphMaterial( child, material, i );
  
  						} );
  
  					} else {
  
  						scope.setupMorphMaterial( child, child.material );
  
  					}
  
  				}
  
  			}
  
  		} );
  
  	}
  
  	setupMorphMaterial( child, material, index ) {
  
  		const uuid = child.uuid;
  		const matUuid = material.uuid;
  
  		// if a geometry has morph targets, it cannot share the material with other geometries
  		let sharedMat = false;
  
  		sceneGraph.traverse( function ( node ) {
  
  			if ( node.isMesh ) {
  
  				if ( Array.isArray( node.material ) ) {
  
  					node.material.forEach( function ( mat ) {
  
  						if ( mat.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;
  
  					} );
  
  				} else if ( node.material.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;
  
  			}
  
  		} );
  
  		if ( sharedMat === true ) {
  
  			const clonedMat = material.clone();
  			clonedMat.morphTargets = true;
  
  			if ( index === undefined ) child.material = clonedMat;
  			else child.material[ index ] = clonedMat;
  
  		} else material.morphTargets = true;
  
  	}
  
  }
  
  // parse Geometry data from FBXTree and return map of BufferGeometries
  class GeometryParser {
  
  	// Parse nodes in FBXTree.Objects.Geometry
  	parse( deformers ) {
  
  		const geometryMap = new Map();
  
  		if ( 'Geometry' in fbxTree.Objects ) {
  
  			const geoNodes = fbxTree.Objects.Geometry;
  
  			for ( const nodeID in geoNodes ) {
  
  				const relationships = connections.get( parseInt( nodeID ) );
  				const geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );
  
  				geometryMap.set( parseInt( nodeID ), geo );
  
  			}
  
  		}
  
  		return geometryMap;
  
  	}
  
  	// Parse single node in FBXTree.Objects.Geometry
  	parseGeometry( relationships, geoNode, deformers ) {
  
  		switch ( geoNode.attrType ) {
  
  			case 'Mesh':
  				return this.parseMeshGeometry( relationships, geoNode, deformers );
  				break;
  
  			case 'NurbsCurve':
  				return this.parseNurbsGeometry( geoNode );
  				break;
  
  		}
  
  	}
  
  	// Parse single node mesh geometry in FBXTree.Objects.Geometry
  	parseMeshGeometry( relationships, geoNode, deformers ) {
  
  		const skeletons = deformers.skeletons;
  		const morphTargets = [];
  
  		const modelNodes = relationships.parents.map( function ( parent ) {
  
  			return fbxTree.Objects.Model[ parent.ID ];
  
  		} );
  
  		// don't create geometry if it is not associated with any models
  		if ( modelNodes.length === 0 ) return;
  
  		const skeleton = relationships.children.reduce( function ( skeleton, child ) {
  
  			if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];
  
  			return skeleton;
  
  		}, null );
  
  		relationships.children.forEach( function ( child ) {
  
  			if ( deformers.morphTargets[ child.ID ] !== undefined ) {
  
  				morphTargets.push( deformers.morphTargets[ child.ID ] );
  
  			}
  
  		} );
  
  		// Assume one model and get the preRotation from that
  		// if there is more than one model associated with the geometry this may cause problems
  		const modelNode = modelNodes[ 0 ];
  
  		const transformData = {};
  
  		if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
  		if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
  
  		if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;
  		if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;
  		if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;
  
  		const transform = generateTransform( transformData );
  
  		return this.genGeometry( geoNode, skeleton, morphTargets, transform );
  
  	}
  
  	// Generate a BufferGeometry from a node in FBXTree.Objects.Geometry
  	genGeometry( geoNode, skeleton, morphTargets, preTransform ) {
  
  		const geo = new BufferGeometry();
  		if ( geoNode.attrName ) geo.name = geoNode.attrName;
  
  		const geoInfo = this.parseGeoNode( geoNode, skeleton );
  		const buffers = this.genBuffers( geoInfo );
  
  		const positionAttribute = new Float32BufferAttribute( buffers.vertex, 3 );
  
  		positionAttribute.applyMatrix4( preTransform );
  
  		geo.setAttribute( 'position', positionAttribute );
  
  		if ( buffers.colors.length > 0 ) {
  
  			geo.setAttribute( 'color', new Float32BufferAttribute( buffers.colors, 3 ) );
  
  		}
  
  		if ( skeleton ) {
  
  			geo.setAttribute( 'skinIndex', new Uint16BufferAttribute( buffers.weightsIndices, 4 ) );
  
  			geo.setAttribute( 'skinWeight', new Float32BufferAttribute( buffers.vertexWeights, 4 ) );
  
  			// used later to bind the skeleton to the model
  			geo.FBX_Deformer = skeleton;
  
  		}
  
  		if ( buffers.normal.length > 0 ) {
  
  			const normalMatrix = new Matrix3().getNormalMatrix( preTransform );
  
  			const normalAttribute = new Float32BufferAttribute( buffers.normal, 3 );
  			normalAttribute.applyNormalMatrix( normalMatrix );
  
  			geo.setAttribute( 'normal', normalAttribute );
  
  		}
  
  		buffers.uvs.forEach( function ( uvBuffer, i ) {
  
  			// subsequent uv buffers are called 'uv1', 'uv2', ...
  			let name = 'uv' + ( i + 1 ).toString();
  
  			// the first uv buffer is just called 'uv'
  			if ( i === 0 ) {
  
  				name = 'uv';
  
  			}
  
  			geo.setAttribute( name, new Float32BufferAttribute( buffers.uvs[ i ], 2 ) );
  
  		} );
  
  		if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  
  			// Convert the material indices of each vertex into rendering groups on the geometry.
  			let prevMaterialIndex = buffers.materialIndex[ 0 ];
  			let startIndex = 0;
  
  			buffers.materialIndex.forEach( function ( currentIndex, i ) {
  
  				if ( currentIndex !== prevMaterialIndex ) {
  
  					geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  
  					prevMaterialIndex = currentIndex;
  					startIndex = i;
  
  				}
  
  			} );
  
  			// the loop above doesn't add the last group, do that here.
  			if ( geo.groups.length > 0 ) {
  
  				const lastGroup = geo.groups[ geo.groups.length - 1 ];
  				const lastIndex = lastGroup.start + lastGroup.count;
  
  				if ( lastIndex !== buffers.materialIndex.length ) {
  
  					geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );
  
  				}
  
  			}
  
  			// case where there are multiple materials but the whole geometry is only
  			// using one of them
  			if ( geo.groups.length === 0 ) {
  
  				geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );
  
  			}
  
  		}
  
  		this.addMorphTargets( geo, geoNode, morphTargets, preTransform );
  
  		return geo;
  
  	}
  
  	parseGeoNode( geoNode, skeleton ) {
  
  		const geoInfo = {};
  
  		geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
  		geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];
  
  		if ( geoNode.LayerElementColor ) {
  
  			geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );
  
  		}
  
  		if ( geoNode.LayerElementMaterial ) {
  
  			geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );
  
  		}
  
  		if ( geoNode.LayerElementNormal ) {
  
  			geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );
  
  		}
  
  		if ( geoNode.LayerElementUV ) {
  
  			geoInfo.uv = [];
  
  			let i = 0;
  			while ( geoNode.LayerElementUV[ i ] ) {
  
  				if ( geoNode.LayerElementUV[ i ].UV ) {
  
  					geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );
  
  				}
  
  				i ++;
  
  			}
  
  		}
  
  		geoInfo.weightTable = {};
  
  		if ( skeleton !== null ) {
  
  			geoInfo.skeleton = skeleton;
  
  			skeleton.rawBones.forEach( function ( rawBone, i ) {
  
  				// loop over the bone's vertex indices and weights
  				rawBone.indices.forEach( function ( index, j ) {
  
  					if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];
  
  					geoInfo.weightTable[ index ].push( {
  
  						id: i,
  						weight: rawBone.weights[ j ],
  
  					} );
  
  				} );
  
  			} );
  
  		}
  
  		return geoInfo;
  
  	}
  
  	genBuffers( geoInfo ) {
  
  		const buffers = {
  			vertex: [],
  			normal: [],
  			colors: [],
  			uvs: [],
  			materialIndex: [],
  			vertexWeights: [],
  			weightsIndices: [],
  		};
  
  		let polygonIndex = 0;
  		let faceLength = 0;
  		let displayedWeightsWarning = false;
  
  		// these will hold data for a single face
  		let facePositionIndexes = [];
  		let faceNormals = [];
  		let faceColors = [];
  		let faceUVs = [];
  		let faceWeights = [];
  		let faceWeightIndices = [];
  
  		const scope = this;
  		geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
  
  			let materialIndex;
  			let endOfFace = false;
  
  			// Face index and vertex index arrays are combined in a single array
  			// A cube with quad faces looks like this:
  			// PolygonVertexIndex: *24 {
  			//  a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5
  			//  }
  			// Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  			// to find index of last vertex bit shift the index: ^ - 1
  			if ( vertexIndex < 0 ) {
  
  				vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  				endOfFace = true;
  
  			}
  
  			let weightIndices = [];
  			let weights = [];
  
  			facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  
  			if ( geoInfo.color ) {
  
  				const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );
  
  				faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  
  			}
  
  			if ( geoInfo.skeleton ) {
  
  				if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {
  
  					geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {
  
  						weights.push( wt.weight );
  						weightIndices.push( wt.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;
  
  					}
  
  					const wIndex = [ 0, 0, 0, 0 ];
  					const Weight = [ 0, 0, 0, 0 ];
  
  					weights.forEach( function ( weight, weightIndex ) {
  
  						let currentWeight = weight;
  						let currentIndex = weightIndices[ weightIndex ];
  
  						Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  
  							if ( currentWeight > comparedWeight ) {
  
  								comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  								currentWeight = comparedWeight;
  
  								const tmp = wIndex[ comparedWeightIndex ];
  								wIndex[ comparedWeightIndex ] = currentIndex;
  								currentIndex = tmp;
  
  							}
  
  						} );
  
  					} );
  
  					weightIndices = wIndex;
  					weights = Weight;
  
  				}
  
  				// if the weight array is shorter than 4 pad with 0s
  				while ( weights.length < 4 ) {
  
  					weights.push( 0 );
  					weightIndices.push( 0 );
  
  				}
  
  				for ( let i = 0; i < 4; ++ i ) {
  
  					faceWeights.push( weights[ i ] );
  					faceWeightIndices.push( weightIndices[ i ] );
  
  				}
  
  			}
  
  			if ( geoInfo.normal ) {
  
  				const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );
  
  				faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  
  			}
  
  			if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  
  				materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];
  
  			}
  
  			if ( geoInfo.uv ) {
  
  				geoInfo.uv.forEach( function ( uv, i ) {
  
  					const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
  
  					if ( faceUVs[ i ] === undefined ) {
  
  						faceUVs[ i ] = [];
  
  					}
  
  					faceUVs[ i ].push( data[ 0 ] );
  					faceUVs[ i ].push( data[ 1 ] );
  
  				} );
  
  			}
  
  			faceLength ++;
  
  			if ( endOfFace ) {
  
  				scope.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );
  
  				polygonIndex ++;
  				faceLength = 0;
  
  				// reset arrays for the next face
  				facePositionIndexes = [];
  				faceNormals = [];
  				faceColors = [];
  				faceUVs = [];
  				faceWeights = [];
  				faceWeightIndices = [];
  
  			}
  
  		} );
  
  		return buffers;
  
  	}
  
  	// Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
  	genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {
  
  		for ( let i = 2; i < faceLength; i ++ ) {
  
  			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
  			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
  			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );
  
  			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
  			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
  			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
  
  			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
  			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
  			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );
  
  			if ( geoInfo.skeleton ) {
  
  				buffers.vertexWeights.push( faceWeights[ 0 ] );
  				buffers.vertexWeights.push( faceWeights[ 1 ] );
  				buffers.vertexWeights.push( faceWeights[ 2 ] );
  				buffers.vertexWeights.push( faceWeights[ 3 ] );
  
  				buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
  				buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
  				buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
  				buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
  
  				buffers.vertexWeights.push( faceWeights[ i * 4 ] );
  				buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
  				buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
  				buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );
  
  				buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
  				buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
  				buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
  				buffers.weightsIndices.push( faceWeightIndices[ 3 ] );
  
  				buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
  				buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
  				buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
  				buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
  
  				buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
  				buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
  				buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
  				buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );
  
  			}
  
  			if ( geoInfo.color ) {
  
  				buffers.colors.push( faceColors[ 0 ] );
  				buffers.colors.push( faceColors[ 1 ] );
  				buffers.colors.push( faceColors[ 2 ] );
  
  				buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
  				buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
  				buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
  
  				buffers.colors.push( faceColors[ i * 3 ] );
  				buffers.colors.push( faceColors[ i * 3 + 1 ] );
  				buffers.colors.push( faceColors[ i * 3 + 2 ] );
  
  			}
  
  			if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  
  				buffers.materialIndex.push( materialIndex );
  				buffers.materialIndex.push( materialIndex );
  				buffers.materialIndex.push( materialIndex );
  
  			}
  
  			if ( geoInfo.normal ) {
  
  				buffers.normal.push( faceNormals[ 0 ] );
  				buffers.normal.push( faceNormals[ 1 ] );
  				buffers.normal.push( faceNormals[ 2 ] );
  
  				buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
  				buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
  				buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
  
  				buffers.normal.push( faceNormals[ i * 3 ] );
  				buffers.normal.push( faceNormals[ i * 3 + 1 ] );
  				buffers.normal.push( faceNormals[ i * 3 + 2 ] );
  
  			}
  
  			if ( geoInfo.uv ) {
  
  				geoInfo.uv.forEach( function ( uv, j ) {
  
  					if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];
  
  					buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
  					buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );
  
  					buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
  					buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
  
  					buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
  					buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
  
  				} );
  
  			}
  
  		}
  
  	}
  
  	addMorphTargets( parentGeo, parentGeoNode, morphTargets, preTransform ) {
  
  		if ( morphTargets.length === 0 ) return;
  
  		parentGeo.morphTargetsRelative = true;
  
  		parentGeo.morphAttributes.position = [];
  		// parentGeo.morphAttributes.normal = []; // not implemented
  
  		const scope = this;
  		morphTargets.forEach( function ( morphTarget ) {
  
  			morphTarget.rawTargets.forEach( function ( rawTarget ) {
  
  				const morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];
  
  				if ( morphGeoNode !== undefined ) {
  
  					scope.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );
  
  				}
  
  			} );
  
  		} );
  
  	}
  
  	// a morph geometry node is similar to a standard  node, and the node is also contained
  	// in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
  	// and a special attribute Index defining which vertices of the original geometry are affected
  	// Normal and position attributes only have data for the vertices that are affected by the morph
  	genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {
  
  		const vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];
  
  		const morphPositionsSparse = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
  		const indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];
  
  		const length = parentGeo.attributes.position.count * 3;
  		const morphPositions = new Float32Array( length );
  
  		for ( let i = 0; i < indices.length; i ++ ) {
  
  			const morphIndex = indices[ i ] * 3;
  
  			morphPositions[ morphIndex ] = morphPositionsSparse[ i * 3 ];
  			morphPositions[ morphIndex + 1 ] = morphPositionsSparse[ i * 3 + 1 ];
  			morphPositions[ morphIndex + 2 ] = morphPositionsSparse[ i * 3 + 2 ];
  
  		}
  
  		// TODO: add morph normal support
  		const morphGeoInfo = {
  			vertexIndices: vertexIndices,
  			vertexPositions: morphPositions,
  
  		};
  
  		const morphBuffers = this.genBuffers( morphGeoInfo );
  
  		const positionAttribute = new Float32BufferAttribute( morphBuffers.vertex, 3 );
  		positionAttribute.name = name || morphGeoNode.attrName;
  
  		positionAttribute.applyMatrix4( preTransform );
  
  		parentGeo.morphAttributes.position.push( positionAttribute );
  
  	}
  
  	// Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
  	parseNormals( NormalNode ) {
  
  		const mappingType = NormalNode.MappingInformationType;
  		const referenceType = NormalNode.ReferenceInformationType;
  		const buffer = NormalNode.Normals.a;
  		let indexBuffer = [];
  		if ( referenceType === 'IndexToDirect' ) {
  
  			if ( 'NormalIndex' in NormalNode ) {
  
  				indexBuffer = NormalNode.NormalIndex.a;
  
  			} else if ( 'NormalsIndex' in NormalNode ) {
  
  				indexBuffer = NormalNode.NormalsIndex.a;
  
  			}
  
  		}
  
  		return {
  			dataSize: 3,
  			buffer: buffer,
  			indices: indexBuffer,
  			mappingType: mappingType,
  			referenceType: referenceType
  		};
  
  	}
  
  	// Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
  	parseUVs( UVNode ) {
  
  		const mappingType = UVNode.MappingInformationType;
  		const referenceType = UVNode.ReferenceInformationType;
  		const buffer = UVNode.UV.a;
  		let indexBuffer = [];
  		if ( referenceType === 'IndexToDirect' ) {
  
  			indexBuffer = UVNode.UVIndex.a;
  
  		}
  
  		return {
  			dataSize: 2,
  			buffer: buffer,
  			indices: indexBuffer,
  			mappingType: mappingType,
  			referenceType: referenceType
  		};
  
  	}
  
  	// Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
  	parseVertexColors( ColorNode ) {
  
  		const mappingType = ColorNode.MappingInformationType;
  		const referenceType = ColorNode.ReferenceInformationType;
  		const buffer = ColorNode.Colors.a;
  		let indexBuffer = [];
  		if ( referenceType === 'IndexToDirect' ) {
  
  			indexBuffer = ColorNode.ColorIndex.a;
  
  		}
  
  		return {
  			dataSize: 4,
  			buffer: buffer,
  			indices: indexBuffer,
  			mappingType: mappingType,
  			referenceType: referenceType
  		};
  
  	}
  
  	// Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
  	parseMaterialIndices( MaterialNode ) {
  
  		const mappingType = MaterialNode.MappingInformationType;
  		const referenceType = MaterialNode.ReferenceInformationType;
  
  		if ( mappingType === 'NoMappingInformation' ) {
  
  			return {
  				dataSize: 1,
  				buffer: [ 0 ],
  				indices: [ 0 ],
  				mappingType: 'AllSame',
  				referenceType: referenceType
  			};
  
  		}
  
  		const materialIndexBuffer = MaterialNode.Materials.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.
  		const materialIndices = [];
  
  		for ( let i = 0; i < materialIndexBuffer.length; ++ i ) {
  
  			materialIndices.push( i );
  
  		}
  
  		return {
  			dataSize: 1,
  			buffer: materialIndexBuffer,
  			indices: materialIndices,
  			mappingType: mappingType,
  			referenceType: referenceType
  		};
  
  	}
  
  	// Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
  	parseNurbsGeometry( geoNode ) {
  
  		if ( NURBSCurve === undefined ) {
  
  			console.error( 'THREE.FBXLoader: The loader relies on NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  			return new BufferGeometry();
  
  		}
  
  		const order = parseInt( geoNode.Order );
  
  		if ( isNaN( order ) ) {
  
  			console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );
  			return new BufferGeometry();
  
  		}
  
  		const degree = order - 1;
  
  		const knots = geoNode.KnotVector.a;
  		const controlPoints = [];
  		const pointsValues = geoNode.Points.a;
  
  		for ( let i = 0, l = pointsValues.length; i < l; i += 4 ) {
  
  			controlPoints.push( new Vector4().fromArray( pointsValues, i ) );
  
  		}
  
  		let startKnot, endKnot;
  
  		if ( geoNode.Form === 'Closed' ) {
  
  			controlPoints.push( controlPoints[ 0 ] );
  
  		} else if ( geoNode.Form === 'Periodic' ) {
  
  			startKnot = degree;
  			endKnot = knots.length - 1 - startKnot;
  
  			for ( let i = 0; i < degree; ++ i ) {
  
  				controlPoints.push( controlPoints[ i ] );
  
  			}
  
  		}
  
  		const curve = new NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  		const vertices = curve.getPoints( controlPoints.length * 7 );
  
  		const positions = new Float32Array( vertices.length * 3 );
  
  		vertices.forEach( function ( vertex, i ) {
  
  			vertex.toArray( positions, i * 3 );
  
  		} );
  
  		const geometry = new BufferGeometry();
  		geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  
  		return geometry;
  
  	}
  
  }
  
  // parse animation data from FBXTree
  class AnimationParser {
  
  	// take raw animation clips and turn them into three.js animation clips
  	parse() {
  
  		const animationClips = [];
  
  		const rawClips = this.parseClips();
  
  		if ( rawClips !== undefined ) {
  
  			for ( const key in rawClips ) {
  
  				const rawClip = rawClips[ key ];
  
  				const clip = this.addClip( rawClip );
  
  				animationClips.push( clip );
  
  			}
  
  		}
  
  		return animationClips;
  
  	}
  
  	parseClips() {
  
  		// since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
  		// if this is undefined we can safely assume there are no animations
  		if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;
  
  		const curveNodesMap = this.parseAnimationCurveNodes();
  
  		this.parseAnimationCurves( curveNodesMap );
  
  		const layersMap = this.parseAnimationLayers( curveNodesMap );
  		const rawClips = this.parseAnimStacks( layersMap );
  
  		return rawClips;
  
  	}
  
  	// parse nodes in FBXTree.Objects.AnimationCurveNode
  	// each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
  	// and is referenced by an AnimationLayer
  	parseAnimationCurveNodes() {
  
  		const rawCurveNodes = fbxTree.Objects.AnimationCurveNode;
  
  		const curveNodesMap = new Map();
  
  		for ( const nodeID in rawCurveNodes ) {
  
  			const rawCurveNode = rawCurveNodes[ nodeID ];
  
  			if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {
  
  				const curveNode = {
  
  					id: rawCurveNode.id,
  					attr: rawCurveNode.attrName,
  					curves: {},
  
  				};
  
  				curveNodesMap.set( curveNode.id, curveNode );
  
  			}
  
  		}
  
  		return curveNodesMap;
  
  	}
  
  	// parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
  	// previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
  	// axis ( e.g. times and values of x rotation)
  	parseAnimationCurves( curveNodesMap ) {
  
  		const rawCurves = fbxTree.Objects.AnimationCurve;
  
  		// TODO: Many values are identical up to roundoff error, but won't be optimised
  		// e.g. position times: [0, 0.4, 0. 8]
  		// position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]
  		// clearly, this should be optimised to
  		// times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]
  		// this shows up in nearly every FBX file, and generally time array is length > 100
  
  		for ( const nodeID in rawCurves ) {
  
  			const animationCurve = {
  
  				id: rawCurves[ nodeID ].id,
  				times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
  				values: rawCurves[ nodeID ].KeyValueFloat.a,
  
  			};
  
  			const relationships = connections.get( animationCurve.id );
  
  			if ( relationships !== undefined ) {
  
  				const animationCurveID = relationships.parents[ 0 ].ID;
  				const animationCurveRelationship = relationships.parents[ 0 ].relationship;
  
  				if ( animationCurveRelationship.match( /X/ ) ) {
  
  					curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;
  
  				} else if ( animationCurveRelationship.match( /Y/ ) ) {
  
  					curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;
  
  				} else if ( animationCurveRelationship.match( /Z/ ) ) {
  
  					curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;
  
  				} else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {
  
  					curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;
  
  				}
  
  			}
  
  		}
  
  	}
  
  	// parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
  	// to various AnimationCurveNodes and is referenced by an AnimationStack node
  	// note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
  	parseAnimationLayers( curveNodesMap ) {
  
  		const rawLayers = fbxTree.Objects.AnimationLayer;
  
  		const layersMap = new Map();
  
  		for ( const nodeID in rawLayers ) {
  
  			const layerCurveNodes = [];
  
  			const connection = connections.get( parseInt( nodeID ) );
  
  			if ( connection !== undefined ) {
  
  				// all the animationCurveNodes used in the layer
  				const children = connection.children;
  
  				children.forEach( function ( child, i ) {
  
  					if ( curveNodesMap.has( child.ID ) ) {
  
  						const curveNode = curveNodesMap.get( child.ID );
  
  						// check that the curves are defined for at least one axis, otherwise ignore the curveNode
  						if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {
  
  							if ( layerCurveNodes[ i ] === undefined ) {
  
  								const modelID = connections.get( child.ID ).parents.filter( function ( parent ) {
  
  									return parent.relationship !== undefined;
  
  								} )[ 0 ].ID;
  
  								if ( modelID !== undefined ) {
  
  									const rawModel = fbxTree.Objects.Model[ modelID.toString() ];
  
  									if ( rawModel === undefined ) {
  
  										console.warn( 'THREE.FBXLoader: Encountered a unused curve.', child );
  										return;
  
  									}
  
  									const node = {
  
  										modelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',
  										ID: rawModel.id,
  										initialPosition: [ 0, 0, 0 ],
  										initialRotation: [ 0, 0, 0 ],
  										initialScale: [ 1, 1, 1 ],
  
  									};
  
  									sceneGraph.traverse( function ( child ) {
  
  										if ( child.ID === rawModel.id ) {
  
  											node.transform = child.matrix;
  
  											if ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;
  
  										}
  
  									} );
  
  									if ( ! node.transform ) node.transform = new Matrix4();
  
  									// if the animated model is pre rotated, we'll have to apply the pre rotations to every
  									// animation value as well
  									if ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;
  									if ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;
  
  									layerCurveNodes[ i ] = node;
  
  								}
  
  							}
  
  							if ( layerCurveNodes[ i ] ) layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  
  						} else if ( curveNode.curves.morph !== undefined ) {
  
  							if ( layerCurveNodes[ i ] === undefined ) {
  
  								const deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {
  
  									return parent.relationship !== undefined;
  
  								} )[ 0 ].ID;
  
  								const morpherID = connections.get( deformerID ).parents[ 0 ].ID;
  								const geoID = connections.get( morpherID ).parents[ 0 ].ID;
  
  								// assuming geometry is not used in more than one model
  								const modelID = connections.get( geoID ).parents[ 0 ].ID;
  
  								const rawModel = fbxTree.Objects.Model[ modelID ];
  
  								const node = {
  
  									modelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',
  									morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,
  
  								};
  
  								layerCurveNodes[ i ] = node;
  
  							}
  
  							layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  
  						}
  
  					}
  
  				} );
  
  				layersMap.set( parseInt( nodeID ), layerCurveNodes );
  
  			}
  
  		}
  
  		return layersMap;
  
  	}
  
  	// parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
  	// hierarchy. Each Stack node will be used to create a AnimationClip
  	parseAnimStacks( layersMap ) {
  
  		const rawStacks = fbxTree.Objects.AnimationStack;
  
  		// connect the stacks (clips) up to the layers
  		const rawClips = {};
  
  		for ( const nodeID in rawStacks ) {
  
  			const children = connections.get( parseInt( nodeID ) ).children;
  
  			if ( children.length > 1 ) {
  
  				// it seems like stacks will always be associated with a single layer. But just in case there are files
  				// where there are multiple layers per stack, we'll display a warning
  				console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
  
  			}
  
  			const layer = layersMap.get( children[ 0 ].ID );
  
  			rawClips[ nodeID ] = {
  
  				name: rawStacks[ nodeID ].attrName,
  				layer: layer,
  
  			};
  
  		}
  
  		return rawClips;
  
  	}
  
  	addClip( rawClip ) {
  
  		let tracks = [];
  
  		const scope = this;
  		rawClip.layer.forEach( function ( rawTracks ) {
  
  			tracks = tracks.concat( scope.generateTracks( rawTracks ) );
  
  		} );
  
  		return new AnimationClip( rawClip.name, - 1, tracks );
  
  	}
  
  	generateTracks( rawTracks ) {
  
  		const tracks = [];
  
  		let initialPosition = new Vector3();
  		let initialRotation = new Quaternion();
  		let initialScale = new Vector3();
  
  		if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );
  
  		initialPosition = initialPosition.toArray();
  		initialRotation = new Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();
  		initialScale = initialScale.toArray();
  
  		if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {
  
  			const positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );
  			if ( positionTrack !== undefined ) tracks.push( positionTrack );
  
  		}
  
  		if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {
  
  			const rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );
  			if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
  
  		}
  
  		if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {
  
  			const scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );
  			if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
  
  		}
  
  		if ( rawTracks.DeformPercent !== undefined ) {
  
  			const morphTrack = this.generateMorphTrack( rawTracks );
  			if ( morphTrack !== undefined ) tracks.push( morphTrack );
  
  		}
  
  		return tracks;
  
  	}
  
  	generateVectorTrack( modelName, curves, initialValue, type ) {
  
  		const times = this.getTimesForAllAxes( curves );
  		const values = this.getKeyframeTrackValues( times, curves, initialValue );
  
  		return new VectorKeyframeTrack( modelName + '.' + type, times, values );
  
  	}
  
  	generateRotationTrack( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {
  
  		if ( curves.x !== undefined ) {
  
  			this.interpolateRotations( curves.x );
  			curves.x.values = curves.x.values.map( MathUtils.degToRad );
  
  		}
  
  		if ( curves.y !== undefined ) {
  
  			this.interpolateRotations( curves.y );
  			curves.y.values = curves.y.values.map( MathUtils.degToRad );
  
  		}
  
  		if ( curves.z !== undefined ) {
  
  			this.interpolateRotations( curves.z );
  			curves.z.values = curves.z.values.map( MathUtils.degToRad );
  
  		}
  
  		const times = this.getTimesForAllAxes( curves );
  		const values = this.getKeyframeTrackValues( times, curves, initialValue );
  
  		if ( preRotation !== undefined ) {
  
  			preRotation = preRotation.map( MathUtils.degToRad );
  			preRotation.push( eulerOrder );
  
  			preRotation = new Euler().fromArray( preRotation );
  			preRotation = new Quaternion().setFromEuler( preRotation );
  
  		}
  
  		if ( postRotation !== undefined ) {
  
  			postRotation = postRotation.map( MathUtils.degToRad );
  			postRotation.push( eulerOrder );
  
  			postRotation = new Euler().fromArray( postRotation );
  			postRotation = new Quaternion().setFromEuler( postRotation ).invert();
  
  		}
  
  		const quaternion = new Quaternion();
  		const euler = new Euler();
  
  		const quaternionValues = [];
  
  		for ( let i = 0; i < values.length; i += 3 ) {
  
  			euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );
  
  			quaternion.setFromEuler( euler );
  
  			if ( preRotation !== undefined ) quaternion.premultiply( preRotation );
  			if ( postRotation !== undefined ) quaternion.multiply( postRotation );
  
  			quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
  
  		}
  
  		return new QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
  
  	}
  
  	generateMorphTrack( rawTracks ) {
  
  		const curves = rawTracks.DeformPercent.curves.morph;
  		const values = curves.values.map( function ( val ) {
  
  			return val / 100;
  
  		} );
  
  		const morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];
  
  		return new NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );
  
  	}
  
  	// For all animated objects, times are defined separately for each axis
  	// Here we'll combine the times into one sorted array without duplicates
  	getTimesForAllAxes( curves ) {
  
  		let times = [];
  
  		// first join together the times for each axis, if defined
  		if ( curves.x !== undefined ) times = times.concat( curves.x.times );
  		if ( curves.y !== undefined ) times = times.concat( curves.y.times );
  		if ( curves.z !== undefined ) times = times.concat( curves.z.times );
  
  		// then sort them
  		times = times.sort( function ( a, b ) {
  
  			return a - b;
  
  		} );
  
  		// and remove duplicates
  		if ( times.length > 1 ) {
  
  			let targetIndex = 1;
  			let lastValue = times[ 0 ];
  			for ( let i = 1; i < times.length; i ++ ) {
  
  				const currentValue = times[ i ];
  				if ( currentValue !== lastValue ) {
  
  					times[ targetIndex ] = currentValue;
  					lastValue = currentValue;
  					targetIndex ++;
  
  				}
  
  			}
  
  			times = times.slice( 0, targetIndex );
  
  		}
  
  		return times;
  
  	}
  
  	getKeyframeTrackValues( times, curves, initialValue ) {
  
  		const prevValue = initialValue;
  
  		const values = [];
  
  		let xIndex = - 1;
  		let yIndex = - 1;
  		let zIndex = - 1;
  
  		times.forEach( function ( time ) {
  
  			if ( curves.x ) xIndex = curves.x.times.indexOf( time );
  			if ( curves.y ) yIndex = curves.y.times.indexOf( time );
  			if ( curves.z ) zIndex = curves.z.times.indexOf( time );
  
  			// if there is an x value defined for this frame, use that
  			if ( xIndex !== - 1 ) {
  
  				const xValue = curves.x.values[ xIndex ];
  				values.push( xValue );
  				prevValue[ 0 ] = xValue;
  
  			} else {
  
  				// otherwise use the x value from the previous frame
  				values.push( prevValue[ 0 ] );
  
  			}
  
  			if ( yIndex !== - 1 ) {
  
  				const yValue = curves.y.values[ yIndex ];
  				values.push( yValue );
  				prevValue[ 1 ] = yValue;
  
  			} else {
  
  				values.push( prevValue[ 1 ] );
  
  			}
  
  			if ( zIndex !== - 1 ) {
  
  				const zValue = curves.z.values[ zIndex ];
  				values.push( zValue );
  				prevValue[ 2 ] = zValue;
  
  			} else {
  
  				values.push( prevValue[ 2 ] );
  
  			}
  
  		} );
  
  		return values;
  
  	}
  
  	// Rotations are defined as Euler angles which can have values  of any size
  	// These will be converted to quaternions which don't support values greater than
  	// PI, so we'll interpolate large rotations
  	interpolateRotations( curve ) {
  
  		for ( let i = 1; i < curve.values.length; i ++ ) {
  
  			const initialValue = curve.values[ i - 1 ];
  			const valuesSpan = curve.values[ i ] - initialValue;
  
  			const absoluteSpan = Math.abs( valuesSpan );
  
  			if ( absoluteSpan >= 180 ) {
  
  				const numSubIntervals = absoluteSpan / 180;
  
  				const step = valuesSpan / numSubIntervals;
  				let nextValue = initialValue + step;
  
  				const initialTime = curve.times[ i - 1 ];
  				const timeSpan = curve.times[ i ] - initialTime;
  				const interval = timeSpan / numSubIntervals;
  				let nextTime = initialTime + interval;
  
  				const interpolatedTimes = [];
  				const interpolatedValues = [];
  
  				while ( nextTime < curve.times[ i ] ) {
  
  					interpolatedTimes.push( nextTime );
  					nextTime += interval;
  
  					interpolatedValues.push( nextValue );
  					nextValue += step;
  
  				}
  
  				curve.times = inject( curve.times, i, interpolatedTimes );
  				curve.values = inject( curve.values, i, interpolatedValues );
  
  			}
  
  		}
  
  	}
  
  }
  
  // parse an FBX file in ASCII format
  class TextParser {
  
  	getPrevNode() {
  
  		return this.nodeStack[ this.currentIndent - 2 ];
  
  	}
  
  	getCurrentNode() {
  
  		return this.nodeStack[ this.currentIndent - 1 ];
  
  	}
  
  	getCurrentProp() {
  
  		return this.currentProp;
  
  	}
  
  	pushStack( node ) {
  
  		this.nodeStack.push( node );
  		this.currentIndent += 1;
  
  	}
  
  	popStack() {
  
  		this.nodeStack.pop();
  		this.currentIndent -= 1;
  
  	}
  
  	setCurrentProp( val, name ) {
  
  		this.currentProp = val;
  		this.currentPropName = name;
  
  	}
  
  	parse( text ) {
  
  		this.currentIndent = 0;
  
  		this.allNodes = new FBXTree();
  		this.nodeStack = [];
  		this.currentProp = [];
  		this.currentPropName = '';
  
  		const scope = this;
  
  		const split = text.split( /[\r\n]+/ );
  
  		split.forEach( function ( line, i ) {
  
  			const matchComment = line.match( /^[\s\t]*;/ );
  			const matchEmpty = line.match( /^[\s\t]*$/ );
  
  			if ( matchComment || matchEmpty ) return;
  
  			const matchBeginning = line.match( '^\\t{' + scope.currentIndent + '}(\\w+):(.*){', '' );
  			const matchProperty = line.match( '^\\t{' + ( scope.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  			const matchEnd = line.match( '^\\t{' + ( scope.currentIndent - 1 ) + '}}' );
  
  			if ( matchBeginning ) {
  
  				scope.parseNodeBegin( line, matchBeginning );
  
  			} else if ( matchProperty ) {
  
  				scope.parseNodeProperty( line, matchProperty, split[ ++ i ] );
  
  			} else if ( matchEnd ) {
  
  				scope.popStack();
  
  			} else if ( line.match( /^[^\s\t}]/ ) ) {
  
  				// large arrays are split over multiple lines terminated with a ',' character
  				// if this is encountered the line needs to be joined to the previous line
  				scope.parseNodePropertyContinued( line );
  
  			}
  
  		} );
  
  		return this.allNodes;
  
  	}
  
  	parseNodeBegin( line, property ) {
  
  		const nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  
  		const nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
  
  			return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
  
  		} );
  
  		const node = { name: nodeName };
  		const attrs = this.parseNodeAttr( nodeAttrs );
  
  		const currentNode = this.getCurrentNode();
  
  		// a top node
  		if ( this.currentIndent === 0 ) {
  
  			this.allNodes.add( nodeName, node );
  
  		} else { // a subnode
  
  			// if the subnode already exists, append it
  			if ( nodeName in currentNode ) {
  
  				// special case Pose needs PoseNodes as an array
  				if ( nodeName === 'PoseNode' ) {
  
  					currentNode.PoseNode.push( node );
  
  				} else if ( currentNode[ nodeName ].id !== undefined ) {
  
  					currentNode[ nodeName ] = {};
  					currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];
  
  				}
  
  				if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;
  
  			} else if ( typeof attrs.id === 'number' ) {
  
  				currentNode[ nodeName ] = {};
  				currentNode[ nodeName ][ attrs.id ] = node;
  
  			} else if ( nodeName !== 'Properties70' ) {
  
  				if ( nodeName === 'PoseNode' )	currentNode[ nodeName ] = [ node ];
  				else currentNode[ nodeName ] = node;
  
  			}
  
  		}
  
  		if ( typeof attrs.id === 'number' ) node.id = attrs.id;
  		if ( attrs.name !== '' ) node.attrName = attrs.name;
  		if ( attrs.type !== '' ) node.attrType = attrs.type;
  
  		this.pushStack( node );
  
  	}
  
  	parseNodeAttr( attrs ) {
  
  		let id = attrs[ 0 ];
  
  		if ( attrs[ 0 ] !== '' ) {
  
  			id = parseInt( attrs[ 0 ] );
  
  			if ( isNaN( id ) ) {
  
  				id = attrs[ 0 ];
  
  			}
  
  		}
  
  		let name = '', type = '';
  
  		if ( attrs.length > 1 ) {
  
  			name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  			type = attrs[ 2 ];
  
  		}
  
  		return { id: id, name: name, type: type };
  
  	}
  
  	parseNodeProperty( line, property, contentLine ) {
  
  		let propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  		let propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  
  		// for special case: base64 image data follows "Content: ," line
  		//	Content: ,
  		//	 "/9j/4RDaRXhpZgAATU0A..."
  		if ( propName === 'Content' && propValue === ',' ) {
  
  			propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
  
  		}
  
  		const currentNode = this.getCurrentNode();
  		const parentName = currentNode.name;
  
  		if ( parentName === 'Properties70' ) {
  
  			this.parseNodeSpecialProperty( line, propName, propValue );
  			return;
  
  		}
  
  		// Connections
  		if ( propName === 'C' ) {
  
  			const connProps = propValue.split( ',' ).slice( 1 );
  			const from = parseInt( connProps[ 0 ] );
  			const to = parseInt( connProps[ 1 ] );
  
  			let rest = propValue.split( ',' ).slice( 3 );
  
  			rest = rest.map( function ( elem ) {
  
  				return elem.trim().replace( /^"/, '' );
  
  			} );
  
  			propName = 'connections';
  			propValue = [ from, to ];
  			append( propValue, rest );
  
  			if ( currentNode[ propName ] === undefined ) {
  
  				currentNode[ propName ] = [];
  
  			}
  
  		}
  
  		// Node
  		if ( propName === 'Node' ) currentNode.id = propValue;
  
  		// connections
  		if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {
  
  			currentNode[ propName ].push( propValue );
  
  		} else {
  
  			if ( propName !== 'a' ) currentNode[ propName ] = propValue;
  			else currentNode.a = propValue;
  
  		}
  
  		this.setCurrentProp( currentNode, propName );
  
  		// convert string to array, unless it ends in ',' in which case more will be added to it
  		if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  
  			currentNode.a = parseNumberArray( propValue );
  
  		}
  
  	}
  
  	parseNodePropertyContinued( line ) {
  
  		const currentNode = this.getCurrentNode();
  
  		currentNode.a += line;
  
  		// if the line doesn't end in ',' we have reached the end of the property value
  		// so convert the string to an array
  		if ( line.slice( - 1 ) !== ',' ) {
  
  			currentNode.a = parseNumberArray( currentNode.a );
  
  		}
  
  	}
  
  	// parse "Property70"
  	parseNodeSpecialProperty( 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" ]
  		const props = propValue.split( '",' ).map( function ( prop ) {
  
  			return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  
  		} );
  
  		const innerPropName = props[ 0 ];
  		const innerPropType1 = props[ 1 ];
  		const innerPropType2 = props[ 2 ];
  		const innerPropFlag = props[ 3 ];
  		let innerPropValue = props[ 4 ];
  
  		// cast values where needed, otherwise leave as strings
  		switch ( innerPropType1 ) {
  
  			case 'int':
  			case 'enum':
  			case 'bool':
  			case 'ULongLong':
  			case 'double':
  			case 'Number':
  			case 'FieldOfView':
  				innerPropValue = parseFloat( innerPropValue );
  				break;
  
  			case 'Color':
  			case 'ColorRGB':
  			case 'Vector3D':
  			case 'Lcl_Translation':
  			case 'Lcl_Rotation':
  			case 'Lcl_Scaling':
  				innerPropValue = parseNumberArray( innerPropValue );
  				break;
  
  		}
  
  		// CAUTION: these props must append to parent's parent
  		this.getPrevNode()[ innerPropName ] = {
  
  			'type': innerPropType1,
  			'type2': innerPropType2,
  			'flag': innerPropFlag,
  			'value': innerPropValue
  
  		};
  
  		this.setCurrentProp( this.getPrevNode(), innerPropName );
  
  	}
  
  }
  
  // Parse an FBX file in Binary format
  class BinaryParser {
  
  	parse( buffer ) {
  
  		const reader = new BinaryReader( buffer );
  		reader.skip( 23 ); // skip magic 23 bytes
  
  		const version = reader.getUint32();
  
  		if ( version < 6400 ) {
  
  			throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + version );
  
  		}
  
  		const allNodes = new FBXTree();
  
  		while ( ! this.endOfContent( reader ) ) {
  
  			const node = this.parseNode( reader, version );
  			if ( node !== null ) allNodes.add( node.name, node );
  
  		}
  
  		return allNodes;
  
  	}
  
  	// Check if reader has reached the end of content.
  	endOfContent( 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();
  
  		}
  
  	}
  
  	// recursively parse nodes until the end of the file is reached
  	parseNode( reader, version ) {
  
  		const node = {};
  
  		// The first three data sizes depends on version.
  		const endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  		const numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  
  		( version >= 7500 ) ? reader.getUint64() : reader.getUint32(); // the returned propertyListLen is not used
  
  		const nameLen = reader.getUint8();
  		const name = reader.getString( nameLen );
  
  		// Regards this node as NULL-record if endOffset is zero
  		if ( endOffset === 0 ) return null;
  
  		const propertyList = [];
  
  		for ( let i = 0; i < numProperties; i ++ ) {
  
  			propertyList.push( this.parseProperty( reader ) );
  
  		}
  
  		// Regards the first three elements in propertyList as id, attrName, and attrType
  		const id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  		const attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  		const attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  
  		// check 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]}
  		node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;
  
  		while ( endOffset > reader.getOffset() ) {
  
  			const subNode = this.parseNode( reader, version );
  
  			if ( subNode !== null ) this.parseSubNode( name, node, subNode );
  
  		}
  
  		node.propertyList = propertyList; // raw property list used by parent
  
  		if ( typeof id === 'number' ) node.id = id;
  		if ( attrName !== '' ) node.attrName = attrName;
  		if ( attrType !== '' ) node.attrType = attrType;
  		if ( name !== '' ) node.name = name;
  
  		return node;
  
  	}
  
  	parseSubNode( name, node, subNode ) {
  
  		// special case: child node is single property
  		if ( subNode.singleProperty === true ) {
  
  			const value = subNode.propertyList[ 0 ];
  
  			if ( Array.isArray( value ) ) {
  
  				node[ subNode.name ] = subNode;
  
  				subNode.a = value;
  
  			} else {
  
  				node[ subNode.name ] = value;
  
  			}
  
  		} else if ( name === 'Connections' && subNode.name === 'C' ) {
  
  			const array = [];
  
  			subNode.propertyList.forEach( function ( property, i ) {
  
  				// first Connection is FBX type (OO, OP, etc.). We'll discard these
  				if ( i !== 0 ) array.push( property );
  
  			} );
  
  			if ( node.connections === undefined ) {
  
  				node.connections = [];
  
  			}
  
  			node.connections.push( array );
  
  		} else if ( subNode.name === 'Properties70' ) {
  
  			const keys = Object.keys( subNode );
  
  			keys.forEach( function ( key ) {
  
  				node[ key ] = subNode[ key ];
  
  			} );
  
  		} else if ( name === 'Properties70' && subNode.name === 'P' ) {
  
  			let innerPropName = subNode.propertyList[ 0 ];
  			let innerPropType1 = subNode.propertyList[ 1 ];
  			const innerPropType2 = subNode.propertyList[ 2 ];
  			const innerPropFlag = subNode.propertyList[ 3 ];
  			let innerPropValue;
  
  			if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  			if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  
  			if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  
  				innerPropValue = [
  					subNode.propertyList[ 4 ],
  					subNode.propertyList[ 5 ],
  					subNode.propertyList[ 6 ]
  				];
  
  			} else {
  
  				innerPropValue = subNode.propertyList[ 4 ];
  
  			}
  
  			// this will be copied to parent, see above
  			node[ innerPropName ] = {
  
  				'type': innerPropType1,
  				'type2': innerPropType2,
  				'flag': innerPropFlag,
  				'value': innerPropValue
  
  			};
  
  		} else if ( node[ subNode.name ] === undefined ) {
  
  			if ( typeof subNode.id === 'number' ) {
  
  				node[ subNode.name ] = {};
  				node[ subNode.name ][ subNode.id ] = subNode;
  
  			} else {
  
  				node[ subNode.name ] = subNode;
  
  			}
  
  		} else {
  
  			if ( subNode.name === 'PoseNode' ) {
  
  				if ( ! Array.isArray( node[ subNode.name ] ) ) {
  
  					node[ subNode.name ] = [ node[ subNode.name ] ];
  
  				}
  
  				node[ subNode.name ].push( subNode );
  
  			} else if ( node[ subNode.name ][ subNode.id ] === undefined ) {
  
  				node[ subNode.name ][ subNode.id ] = subNode;
  
  			}
  
  		}
  
  	}
  
  	parseProperty( reader ) {
  
  		const type = reader.getString( 1 );
  		let length;
  
  		switch ( type ) {
  
  			case 'C':
  				return reader.getBoolean();
  
  			case 'D':
  				return reader.getFloat64();
  
  			case 'F':
  				return reader.getFloat32();
  
  			case 'I':
  				return reader.getInt32();
  
  			case 'L':
  				return reader.getInt64();
  
  			case 'R':
  				length = reader.getUint32();
  				return reader.getArrayBuffer( length );
  
  			case 'S':
  				length = reader.getUint32();
  				return reader.getString( length );
  
  			case 'Y':
  				return reader.getInt16();
  
  			case 'b':
  			case 'c':
  			case 'd':
  			case 'f':
  			case 'i':
  			case 'l':
  
  				const arrayLength = reader.getUint32();
  				const encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  				const compressedLength = reader.getUint32();
  
  				if ( encoding === 0 ) {
  
  					switch ( type ) {
  
  						case 'b':
  						case 'c':
  							return reader.getBooleanArray( arrayLength );
  
  						case 'd':
  							return reader.getFloat64Array( arrayLength );
  
  						case 'f':
  							return reader.getFloat32Array( arrayLength );
  
  						case 'i':
  							return reader.getInt32Array( arrayLength );
  
  						case 'l':
  							return reader.getInt64Array( arrayLength );
  
  					}
  
  				}
  
  				if ( typeof fflate === 'undefined' ) {
  
  					console.error( 'THREE.FBXLoader: External library fflate.min.js required.' );
  
  				}
  
  				const data = fflate.unzlibSync( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  				const reader2 = new BinaryReader( data.buffer );
  
  				switch ( type ) {
  
  					case 'b':
  					case 'c':
  						return reader2.getBooleanArray( arrayLength );
  
  					case 'd':
  						return reader2.getFloat64Array( arrayLength );
  
  					case 'f':
  						return reader2.getFloat32Array( arrayLength );
  
  					case 'i':
  						return reader2.getInt32Array( arrayLength );
  
  					case 'l':
  						return reader2.getInt64Array( arrayLength );
  
  				}
  
  			default:
  				throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  
  		}
  
  	}
  
  }
  
  class BinaryReader {
  
  	constructor( buffer, littleEndian ) {
  
  		this.dv = new DataView( buffer );
  		this.offset = 0;
  		this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  
  	}
  
  	getOffset() {
  
  		return this.offset;
  
  	}
  
  	size() {
  
  		return this.dv.buffer.byteLength;
  
  	}
  
  	skip( 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() {
  
  		return ( this.getUint8() & 1 ) === 1;
  
  	}
  
  	getBooleanArray( size ) {
  
  		const a = [];
  
  		for ( let i = 0; i < size; i ++ ) {
  
  			a.push( this.getBoolean() );
  
  		}
  
  		return a;
  
  	}
  
  	getUint8() {
  
  		const value = this.dv.getUint8( this.offset );
  		this.offset += 1;
  		return value;
  
  	}
  
  	getInt16() {
  
  		const value = this.dv.getInt16( this.offset, this.littleEndian );
  		this.offset += 2;
  		return value;
  
  	}
  
  	getInt32() {
  
  		const value = this.dv.getInt32( this.offset, this.littleEndian );
  		this.offset += 4;
  		return value;
  
  	}
  
  	getInt32Array( size ) {
  
  		const a = [];
  
  		for ( let i = 0; i < size; i ++ ) {
  
  			a.push( this.getInt32() );
  
  		}
  
  		return a;
  
  	}
  
  	getUint32() {
  
  		const value = this.dv.getUint32( this.offset, this.littleEndian );
  		this.offset += 4;
  		return value;
  
  	}
  
  	// JavaScript doesn't support 64-bit integer so calculate this here
  	// 1 << 32 will return 1 so using multiply operation instead here.
  	// There's 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() {
  
  		let 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( size ) {
  
  		const a = [];
  
  		for ( let i = 0; i < size; i ++ ) {
  
  			a.push( this.getInt64() );
  
  		}
  
  		return a;
  
  	}
  
  	// Note: see getInt64() comment
  	getUint64() {
  
  		let low, high;
  
  		if ( this.littleEndian ) {
  
  			low = this.getUint32();
  			high = this.getUint32();
  
  		} else {
  
  			high = this.getUint32();
  			low = this.getUint32();
  
  		}
  
  		return high * 0x100000000 + low;
  
  	}
  
  	getFloat32() {
  
  		const value = this.dv.getFloat32( this.offset, this.littleEndian );
  		this.offset += 4;
  		return value;
  
  	}
  
  	getFloat32Array( size ) {
  
  		const a = [];
  
  		for ( let i = 0; i < size; i ++ ) {
  
  			a.push( this.getFloat32() );
  
  		}
  
  		return a;
  
  	}
  
  	getFloat64() {
  
  		const value = this.dv.getFloat64( this.offset, this.littleEndian );
  		this.offset += 8;
  		return value;
  
  	}
  
  	getFloat64Array( size ) {
  
  		const a = [];
  
  		for ( let i = 0; i < size; i ++ ) {
  
  			a.push( this.getFloat64() );
  
  		}
  
  		return a;
  
  	}
  
  	getArrayBuffer( size ) {
  
  		const value = this.dv.buffer.slice( this.offset, this.offset + size );
  		this.offset += size;
  		return value;
  
  	}
  
  	getString( size ) {
  
  		// note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead
  		let a = [];
  
  		for ( let i = 0; i < size; i ++ ) {
  
  			a[ i ] = this.getUint8();
  
  		}
  
  		const nullByte = a.indexOf( 0 );
  		if ( nullByte >= 0 ) a = a.slice( 0, nullByte );
  
  		return LoaderUtils.decodeText( new Uint8Array( a ) );
  
  	}
  
  }
  
  // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  // and BinaryParser( FBX Binary format)
  class FBXTree {
  
  	add( key, val ) {
  
  		this[ key ] = val;
  
  	}
  
  }
  
  // ************** UTILITY FUNCTIONS **************
  
  function isFbxFormatBinary( buffer ) {
  
  	const CORRECT = 'Kaydara FBX Binary  \0';
  
  	return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  
  }
  
  function isFbxFormatASCII( text ) {
  
  	const CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  
  	let cursor = 0;
  
  	function read( offset ) {
  
  		const result = text[ offset - 1 ];
  		text = text.slice( cursor + offset );
  		cursor ++;
  		return result;
  
  	}
  
  	for ( let i = 0; i < CORRECT.length; ++ i ) {
  
  		const num = read( 1 );
  		if ( num === CORRECT[ i ] ) {
  
  			return false;
  
  		}
  
  	}
  
  	return true;
  
  }
  
  function getFbxVersion( text ) {
  
  	const versionRegExp = /FBXVersion: (\d+)/;
  	const match = text.match( versionRegExp );
  
  	if ( match ) {
  
  		const 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.
  function convertFBXTimeToSeconds( time ) {
  
  	return time / 46186158000;
  
  }
  
  const dataArray = [];
  
  // extracts the data from the correct position in the FBX array based on indexing type
  function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  
  	let index;
  
  	switch ( infoObject.mappingType ) {
  
  		case 'ByPolygonVertex' :
  			index = polygonVertexIndex;
  			break;
  		case 'ByPolygon' :
  			index = polygonIndex;
  			break;
  		case 'ByVertice' :
  			index = vertexIndex;
  			break;
  		case 'AllSame' :
  			index = infoObject.indices[ 0 ];
  			break;
  		default :
  			console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );
  
  	}
  
  	if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];
  
  	const from = index * infoObject.dataSize;
  	const to = from + infoObject.dataSize;
  
  	return slice( dataArray, infoObject.buffer, from, to );
  
  }
  
  const tempEuler = new Euler();
  const tempVec = new Vector3();
  
  // generate transformation from FBX transform data
  // ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm
  // ref: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5e
  function generateTransform( transformData ) {
  
  	const lTranslationM = new Matrix4();
  	const lPreRotationM = new Matrix4();
  	const lRotationM = new Matrix4();
  	const lPostRotationM = new Matrix4();
  
  	const lScalingM = new Matrix4();
  	const lScalingPivotM = new Matrix4();
  	const lScalingOffsetM = new Matrix4();
  	const lRotationOffsetM = new Matrix4();
  	const lRotationPivotM = new Matrix4();
  
  	const lParentGX = new Matrix4();
  	const lParentLX = new Matrix4();
  	const lGlobalT = new Matrix4();
  
  	const inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;
  
  	if ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );
  
  	if ( transformData.preRotation ) {
  
  		const array = transformData.preRotation.map( MathUtils.degToRad );
  		array.push( transformData.eulerOrder );
  		lPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  
  	}
  
  	if ( transformData.rotation ) {
  
  		const array = transformData.rotation.map( MathUtils.degToRad );
  		array.push( transformData.eulerOrder );
  		lRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  
  	}
  
  	if ( transformData.postRotation ) {
  
  		const array = transformData.postRotation.map( MathUtils.degToRad );
  		array.push( transformData.eulerOrder );
  		lPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  		lPostRotationM.invert();
  
  	}
  
  	if ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );
  
  	// Pivots and offsets
  	if ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );
  	if ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );
  	if ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );
  	if ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );
  
  	// parent transform
  	if ( transformData.parentMatrixWorld ) {
  
  		lParentLX.copy( transformData.parentMatrix );
  		lParentGX.copy( transformData.parentMatrixWorld );
  
  	}
  
  	const lLRM = new Matrix4().copy( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM );
  	// Global Rotation
  	const lParentGRM = new Matrix4();
  	lParentGRM.extractRotation( lParentGX );
  
  	// Global Shear*Scaling
  	const lParentTM = new Matrix4();
  	lParentTM.copyPosition( lParentGX );
  
  	const lParentGSM = new Matrix4();
  	const lParentGRSM = new Matrix4().copy( lParentTM ).invert().multiply( lParentGX );
  	lParentGSM.copy( lParentGRM ).invert().multiply( lParentGRSM );
  	const lLSM = lScalingM;
  
  	const lGlobalRS = new Matrix4();
  
  	if ( inheritType === 0 ) {
  
  		lGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM ).multiply( lLSM );
  
  	} else if ( inheritType === 1 ) {
  
  		lGlobalRS.copy( lParentGRM ).multiply( lParentGSM ).multiply( lLRM ).multiply( lLSM );
  
  	} else {
  
  		const lParentLSM = new Matrix4().scale( new Vector3().setFromMatrixScale( lParentLX ) );
  		const lParentLSM_inv = new Matrix4().copy( lParentLSM ).invert();
  		const lParentGSM_noLocal = new Matrix4().copy( lParentGSM ).multiply( lParentLSM_inv );
  
  		lGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lLSM );
  
  	}
  
  	const lRotationPivotM_inv = new Matrix4();
  	lRotationPivotM_inv.copy( lRotationPivotM ).invert();
  	const lScalingPivotM_inv = new Matrix4();
  	lScalingPivotM_inv.copy( lScalingPivotM ).invert();
  	// Calculate the local transform matrix
  	let lTransform = new Matrix4();
  	lTransform.copy( lTranslationM ).multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM_inv ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM_inv );
  
  	const lLocalTWithAllPivotAndOffsetInfo = new Matrix4().copyPosition( lTransform );
  
  	const lGlobalTranslation = new Matrix4().copy( lParentGX ).multiply( lLocalTWithAllPivotAndOffsetInfo );
  	lGlobalT.copyPosition( lGlobalTranslation );
  
  	lTransform = new Matrix4().copy( lGlobalT ).multiply( lGlobalRS );
  
  	// from global to local
  	lTransform.premultiply( lParentGX.invert() );
  
  	return lTransform;
  
  }
  
  // Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order
  // ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
  function getEulerOrder( order ) {
  
  	order = order || 0;
  
  	const enums = [
  		'ZYX', // -> XYZ extrinsic
  		'YZX', // -> XZY extrinsic
  		'XZY', // -> YZX extrinsic
  		'ZXY', // -> YXZ extrinsic
  		'YXZ', // -> ZXY extrinsic
  		'XYZ', // -> ZYX extrinsic
  		//'SphericXYZ', // not possible to support
  	];
  
  	if ( order === 6 ) {
  
  		console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
  		return enums[ 0 ];
  
  	}
  
  	return enums[ order ];
  
  }
  
  // Parses comma separated list of numbers and returns them an array.
  // Used internally by the TextParser
  function parseNumberArray( value ) {
  
  	const array = value.split( ',' ).map( function ( val ) {
  
  		return parseFloat( val );
  
  	} );
  
  	return array;
  
  }
  
  function convertArrayBufferToString( buffer, from, to ) {
  
  	if ( from === undefined ) from = 0;
  	if ( to === undefined ) to = buffer.byteLength;
  
  	return LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );
  
  }
  
  function append( a, b ) {
  
  	for ( let i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  
  		a[ j ] = b[ i ];
  
  	}
  
  }
  
  function slice( a, b, from, to ) {
  
  	for ( let i = from, j = 0; i < to; i ++, j ++ ) {
  
  		a[ j ] = b[ i ];
  
  	}
  
  	return a;
  
  }
  
  // inject array a2 into array a1 at index
  function inject( a1, index, a2 ) {
  
  	return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );
  
  }
  
  export { FBXLoader };
  