text: /**
   * @author yamahigashi https://github.com/yamahigashi
   *
   * This loader loads FBX file in *ASCII and version 7 format*.
   *
   * Support
   *  - mesh
   *  - skinning
   *  - normal / uv
   *
   *  Not Support
   *  - material
   *  - texture
   *  - morph
   */
  
  ( function() {
  
  	THREE.FBXLoader = function ( manager ) {
  
  		THREE.Loader.call( this );
  		this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  		this.textureLoader = null;
  		this.textureBasePath = null;
  
  	};
  
  	THREE.FBXLoader.prototype = Object.create( THREE.Loader.prototype );
  
  	THREE.FBXLoader.prototype.constructor = THREE.FBXLoader;
  
  	THREE.FBXLoader.prototype.load = function ( url, onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var loader = new THREE.FileLoader( scope.manager );
  		// loader.setCrossOrigin( this.crossOrigin );
  		loader.load( url, function ( text ) {
  
  			if ( ! scope.isFbxFormatASCII( text ) ) {
  
  				console.warn( 'FBXLoader: !!! FBX Binary format not supported !!!' );
  
  			} else if ( ! scope.isFbxVersionSupported( text ) ) {
  
  				console.warn( 'FBXLoader: !!! FBX Version below 7 not supported !!!' );
  
  			} else {
  
  				scope.textureBasePath = scope.extractUrlBase( url );
  				onLoad( scope.parse( text ) );
  
  			}
  
  		}, onProgress, onError );
  
  	};
  
  	THREE.FBXLoader.prototype.setCrossOrigin = function ( value ) {
  
  		this.crossOrigin = value;
  
  	};
  
  	THREE.FBXLoader.prototype.isFbxFormatASCII = function ( body ) {
  
  		CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  
  		var cursor = 0;
  		var read = function ( offset ) {
  
  			var result = body[ offset - 1 ];
  			body = body.slice( cursor + offset );
  			cursor ++;
  			return result;
  
  		};
  
  		for ( var i = 0; i < CORRECT.length; ++ i ) {
  
  			num = read( 1 );
  			if ( num == CORRECT[ i ] ) {
  
  				return false;
  
  			}
  
  		}
  
  		return true;
  
  	};
  
  	THREE.FBXLoader.prototype.isFbxVersionSupported = function ( body ) {
  
  		var versionExp = /FBXVersion: (\d+)/;
  		match = body.match( versionExp );
  		if ( match ) {
  
  			var version = parseInt( match[ 1 ] );
  			console.log( 'FBXLoader: FBX version ' + version );
  			return version >= 7000;
  
  		}
  		return false;
  
  	};
  
  	THREE.FBXLoader.prototype.parse = function ( text ) {
  
  		var scope = this;
  
  		console.time( 'FBXLoader' );
  
  		console.time( 'FBXLoader: TextParser' );
  		var nodes = new FBXParser().parse( text );
  		console.timeEnd( 'FBXLoader: TextParser' );
  
  		console.time( 'FBXLoader: ObjectParser' );
  		scope.hierarchy = ( new Bones() ).parseHierarchy( nodes );
  		scope.weights	= ( new Weights() ).parse( nodes, scope.hierarchy );
  		scope.animations = ( new Animation() ).parse( nodes, scope.hierarchy );
  		scope.textures = ( new Textures() ).parse( nodes, scope.hierarchy );
  		console.timeEnd( 'FBXLoader: ObjectParser' );
  
  		console.time( 'FBXLoader: GeometryParser' );
  		geometries = this.parseGeometries( nodes );
  		console.timeEnd( 'FBXLoader: GeometryParser' );
  
  		var container = new THREE.Group();
  
  		for ( var i = 0; i < geometries.length; ++ i ) {
  
  			if ( geometries[ i ] === undefined ) {
  
  				continue;
  
  			}
  
  			container.add( geometries[ i ] );
  
  			//wireframe = new THREE.WireframeHelper( geometries[i], 0x00ff00 );
  			//container.add( wireframe );
  
  			//vnh = new THREE.VertexNormalsHelper( geometries[i], 0.6 );
  			//container.add( vnh );
  
  			//skh = new THREE.SkeletonHelper( geometries[i] );
  			//container.add( skh );
  
  			// container.add( new THREE.BoxHelper( geometries[i] ) );
  
  		}
  
  		console.timeEnd( 'FBXLoader' );
  		return container;
  
  	};
  
  	THREE.FBXLoader.prototype.parseGeometries = function ( node ) {
  
  		// has not geo, return []
  		if ( ! ( 'Geometry' in node.Objects.subNodes ) ) {
  
  			return [];
  
  		}
  
  		// has many
  		var geoCount = 0;
  		for ( var geo in node.Objects.subNodes.Geometry ) {
  
  			if ( geo.match( /^\d+$/ ) ) {
  
  				geoCount ++;
  
  			}
  
  		}
  
  		var res = [];
  		if ( geoCount > 0 ) {
  
  			for ( geo in node.Objects.subNodes.Geometry ) {
  
  				if ( node.Objects.subNodes.Geometry[ geo ].attrType === 'Mesh' ) {
  
  					res.push( this.parseGeometry( node.Objects.subNodes.Geometry[ geo ], node ) );
  
  				}
  
  			}
  
  		} else {
  
  			res.push( this.parseGeometry( node.Objects.subNodes.Geometry, node ) );
  
  		}
  
  		return res;
  
  	};
  
  	THREE.FBXLoader.prototype.parseGeometry = function ( node, nodes ) {
  
  		geo = ( new Geometry() ).parse( node );
  		geo.addBones( this.hierarchy.hierarchy );
  
  		//*
  		var geometry = new THREE.BufferGeometry();
  		geometry.name = geo.name;
  		geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( geo.vertices ), 3 ) );
  
  		if ( geo.normals !== undefined && geo.normals.length > 0 ) {
  
  			geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geo.normals ), 3 ) );
  
  		}
  
  		if ( geo.uvs !== undefined && geo.uvs.length > 0 ) {
  
  			geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( geo.uvs ), 2 ) );
  
  		}
  
  		if ( geo.indices !== undefined && geo.indices.length > 65535 ) {
  
  			geometry.setIndex( new THREE.BufferAttribute( new Uint32Array( geo.indices ), 1 ) );
  
  		} else if ( geo.indices !== undefined ) {
  
  			geometry.setIndex( new THREE.BufferAttribute( new Uint16Array( geo.indices ), 1 ) );
  
  		}
  
  		geometry.verticesNeedUpdate = true;
  		geometry.computeBoundingSphere();
  		geometry.computeBoundingBox();
  
  		// TODO: texture & material support
  		var texture;
  		var texs = this.textures.getById( nodes.searchConnectionParent( geo.id ) );
  		if ( texs !== undefined && texs.length > 0 ) {
  
  			if ( this.textureLoader === null ) {
  
  				this.textureLoader = new THREE.TextureLoader();
  
  			}
  			texture = this.textureLoader.load( this.textureBasePath + '/' + texs[ 0 ].fileName );
  
  		}
  
  		var material;
  		if ( texture !== undefined ) {
  
  			material = new THREE.MeshBasicMaterial( { map: texture } );
  
  		} else {
  
  			material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  
  		}
  
  		geometry = new THREE.Geometry().fromBufferGeometry( geometry );
  		geometry.bones = geo.bones;
  		geometry.skinIndices = this.weights.skinIndices;
  		geometry.skinWeights = this.weights.skinWeights;
  
  		var mesh = null;
  		if ( geo.bones === undefined || geo.skins === undefined || this.animations === undefined || this.animations.length === 0 ) {
  
  			mesh = new THREE.Mesh( geometry, material );
  
  		} else {
  
  			material.skinning = true;
  			mesh = new THREE.SkinnedMesh( geometry, material );
  			this.addAnimation( mesh, this.weights.matrices, this.animations );
  
  		}
  
  		return mesh;
  
  	};
  
  	THREE.FBXLoader.prototype.addAnimation = function ( mesh, matrices, animations ) {
  
  		var animationdata = { "name": 'animationtest', "fps": 30, "length": animations.length, "hierarchy": [] };
  
  		for ( var i = 0; i < mesh.geometry.bones.length; ++ i ) {
  
  			var name = mesh.geometry.bones[ i ].name;
  			name = name.replace( /.*:/, '' );
  			animationdata.hierarchy.push( { parent: mesh.geometry.bones[ i ].parent, name: name, keys: [] } );
  
  		}
  
  		var hasCurve = function ( animNode, attr ) {
  
  			if ( animNode === undefined ) {
  
  				return false;
  
  			}
  
  			var attrNode;
  			switch ( attr ) {
  
  				case 'S':
  					if ( animNode.S === undefined ) {
  
  						return false;
  
  					}
  					attrNode = animNode.S;
  					break;
  
  				case 'R':
  					if ( animNode.R === undefined ) {
  
  						return false;
  
  					}
  					attrNode = animNode.R;
  					break;
  
  				case 'T':
  					if ( animNode.T === undefined ) {
  
  						return false;
  
  					}
  					attrNode = animNode.T;
  					break;
  			}
  
  			if ( attrNode.curves.x === undefined ) {
  
  				return false;
  
  			}
  
  			if ( attrNode.curves.y === undefined ) {
  
  				return false;
  
  			}
  
  			if ( attrNode.curves.z === undefined ) {
  
  				return false;
  
  			}
  
  			return true;
  
  		};
  
  		var hasKeyOnFrame = function ( attrNode, frame ) {
  
  			var x = isKeyExistOnFrame( attrNode.curves.x, frame );
  			var y = isKeyExistOnFrame( attrNode.curves.y, frame );
  			var z = isKeyExistOnFrame( attrNode.curves.z, frame );
  
  			return x && y && z;
  
  		};
  
  		var isKeyExistOnFrame = function ( curve, frame ) {
  
  			var value = curve.values[ frame ];
  			return value !== undefined;
  
  		};
  
  
  		var genKey = function ( animNode, bone ) {
  
  			// key initialize with its bone's bind pose at first
  			var key = {};
  			key.time = frame / animations.fps; // TODO:
  			key.pos = bone.pos;
  			key.rot = bone.rotq;
  			key.scl = bone.scl;
  
  			if ( animNode === undefined ) {
  
  				return key;
  
  			}
  
  			try {
  
  				if ( hasCurve( animNode, 'T' ) && hasKeyOnFrame( animNode.T, frame ) ) {
  
  					var pos = new THREE.Vector3(
  						animNode.T.curves.x.values[ frame ],
  						animNode.T.curves.y.values[ frame ],
  						animNode.T.curves.z.values[ frame ] );
  					key.pos = [ pos.x, pos.y, pos.z ];
  
  				} else {
  
  					delete key.pos;
  
  				}
  
  				if ( hasCurve( animNode, 'R' ) && hasKeyOnFrame( animNode.R, frame ) ) {
  
  					var rx = degToRad( animNode.R.curves.x.values[ frame ] );
  					var ry = degToRad( animNode.R.curves.y.values[ frame ] );
  					var rz = degToRad( animNode.R.curves.z.values[ frame ] );
  					var eul = new THREE.Vector3( rx, ry, rz );
  					var rot = quatFromVec( eul.x, eul.y, eul.z );
  					key.rot = [ rot.x, rot.y, rot.z, rot.w ];
  
  				} else {
  
  					delete key.rot;
  
  				}
  
  				if ( hasCurve( animNode, 'S' ) && hasKeyOnFrame( animNode.S, frame ) ) {
  
  					var scl = new THREE.Vector3(
  						animNode.S.curves.x.values[ frame ],
  						animNode.S.curves.y.values[ frame ],
  						animNode.S.curves.z.values[ frame ] );
  					key.scl = [ scl.x, scl.y, scl.z ];
  
  				} else {
  
  					delete key.scl;
  
  				}
  
  			} catch ( e ) {
  
  				// curve is not full plotted
  				console.log( bone );
  				console.log( e );
  
  			}
  
  			return key;
  
  		};
  
  		var bones = mesh.geometry.bones;
  		for ( frame = 0; frame < animations.frames; frame ++ ) {
  
  
  			for ( i = 0; i < bones.length; i ++ ) {
  
  				var bone = bones[ i ];
  				var animNode = animations.curves[ i ];
  
  				for ( var j = 0; j < animationdata.hierarchy.length; j ++ ) {
  
  					if ( animationdata.hierarchy[ j ].name === bone.name ) {
  
  						animationdata.hierarchy[ j ].keys.push( genKey( animNode, bone ) );
  
  					}
  
  				}
  
  			}
  
  		}
  
  		if ( mesh.geometry.animations === undefined ) {
  
  			mesh.geometry.animations = [];
  
  		}
  
  		mesh.geometry.animations.push( THREE.AnimationClip.parseAnimation( animationdata, mesh.geometry.bones ) );
  
  	};
  
  	THREE.FBXLoader.prototype.parseMaterials = function ( node ) {
  
  		// has not mat, return []
  		if ( ! ( 'Material' in node.subNodes ) ) {
  
  			return [];
  
  		}
  
  		// has many
  		var matCount = 0;
  		for ( var mat in node.subNodes.Materials ) {
  
  			if ( mat.match( /^\d+$/ ) ) {
  
  				matCount ++;
  
  			}
  
  		}
  
  		var res = [];
  		if ( matCount > 0 ) {
  
  			for ( mat in node.subNodes.Material ) {
  
  				res.push( parseMaterial( node.subNodes.Material[ mat ] ) );
  
  			}
  
  		} else {
  
  			res.push( parseMaterial( node.subNodes.Material ) );
  
  		}
  
  		return res;
  
  	};
  
  	// TODO
  	THREE.FBXLoader.prototype.parseMaterial = function ( node ) {
  
  	};
  
  
  	THREE.FBXLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType ) {
  
  		var loader = new THREE.FileLoader( this.manager );
  
  		loader.setResponseType( responseType );
  
  		var request = loader.load( url, function ( result ) {
  
  			onLoad( result );
  
  		}, onProgress, onError );
  
  		return request;
  
  	};
  
  	THREE.FBXLoader.prototype.loadFileAsBuffer = function ( url, onload, onProgress, onError ) {
  
  		this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  
  	};
  
  	THREE.FBXLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  
  		this.loadFile( url, onLoad, onProgress, onError, 'text' );
  
  	};
  
  
  	/* ----------------------------------------------------------------- */
  
  	function FBXNodes() {}
  
  	FBXNodes.prototype.add = function ( key, val ) {
  
  		this[ key ] = val;
  
  	};
  
  	FBXNodes.prototype.searchConnectionParent = function ( id ) {
  
  		if ( this.__cache_search_connection_parent === undefined ) {
  
  			this.__cache_search_connection_parent = [];
  
  		}
  
  		if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  
  			return this.__cache_search_connection_parent[ id ];
  
  		} else {
  
  			this.__cache_search_connection_parent[ id ] = [];
  
  		}
  
  		var conns = this.Connections.properties.connections;
  
  		var results = [];
  		for ( var i = 0; i < conns.length; ++ i ) {
  
  			if ( conns[ i ][ 0 ] == id ) {
  
  				// 0 means scene root
  				var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  				results.push( res );
  
  			}
  
  		}
  
  		if ( results.length > 0 ) {
  
  			this.__cache_search_connection_parent[ id ] = this.__cache_search_connection_parent[ id ].concat( results );
  			return results;
  
  		} else {
  
  			this.__cache_search_connection_parent[ id ] = [ - 1 ];
  			return [ - 1 ];
  
  		}
  
  	};
  
  	FBXNodes.prototype.searchConnectionChildren = function ( id ) {
  
  		if ( this.__cache_search_connection_children === undefined ) {
  
  			this.__cache_search_connection_children = [];
  
  		}
  
  		if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  
  			return this.__cache_search_connection_children[ id ];
  
  		} else {
  
  			this.__cache_search_connection_children[ id ] = [];
  
  		}
  
  		var conns = this.Connections.properties.connections;
  
  		var res = [];
  		for ( var i = 0; i < conns.length; ++ i ) {
  
  			if ( conns[ i ][ 1 ] == id ) {
  
  				// 0 means scene root
  				res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  				// there may more than one kid, then search to the end
  
  			}
  
  		}
  
  		if ( res.length > 0 ) {
  
  			this.__cache_search_connection_children[ id ] = this.__cache_search_connection_children[ id ].concat( res );
  			return res;
  
  		} else {
  
  			this.__cache_search_connection_children[ id ] = [ - 1 ];
  			return [ - 1 ];
  
  		}
  
  	};
  
  	FBXNodes.prototype.searchConnectionType = function ( id, to ) {
  
  		var key = id + ',' + to; // TODO: to hash
  		if ( this.__cache_search_connection_type === undefined ) {
  
  			this.__cache_search_connection_type = '';
  
  		}
  
  		if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  
  			return this.__cache_search_connection_type[ key ];
  
  		} else {
  
  			this.__cache_search_connection_type[ key ] = '';
  
  		}
  
  		var conns = this.Connections.properties.connections;
  
  		for ( var i = 0; i < conns.length; ++ i ) {
  
  			if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  
  				// 0 means scene root
  				this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  				return conns[ i ][ 2 ];
  
  			}
  
  		}
  
  		this.__cache_search_connection_type[ id ] = null;
  		return null;
  
  	};
  
  	function FBXParser() {}
  
  	FBXParser.prototype = {
  
  		// constructor: FBXParser,
  
  		// ------------ node stack manipulations ----------------------------------
  
  		getPrevNode: function () {
  
  			return this.nodeStack[ this.currentIndent - 2 ];
  
  		},
  
  		getCurrentNode: function () {
  
  			return this.nodeStack[ this.currentIndent - 1 ];
  
  		},
  
  		getCurrentProp: function () {
  
  			return this.currentProp;
  
  		},
  
  		pushStack: function ( node ) {
  
  			this.nodeStack.push( node );
  			this.currentIndent += 1;
  
  		},
  
  		popStack: function () {
  
  			this.nodeStack.pop();
  			this.currentIndent -= 1;
  
  		},
  
  		setCurrentProp: function ( val, name ) {
  
  			this.currentProp = val;
  			this.currentPropName = name;
  
  		},
  
  		// ----------parse ---------------------------------------------------
  		parse: function ( text ) {
  
  			this.currentIndent = 0;
  			this.allNodes = new FBXNodes();
  			this.nodeStack = [];
  			this.currentProp = [];
  			this.currentPropName = '';
  
  			var split = text.split( "\n" );
  			for ( var line in split ) {
  
  				var l = split[ line ];
  
  				// short cut
  				if ( l.match( /^[\s\t]*;/ ) ) {
  
  					continue;
  
  				} // skip comment line
  				if ( l.match( /^[\s\t]*$/ ) ) {
  
  					continue;
  
  				} // skip empty line
  
  				// beginning of node
  				var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
  				match = l.match( beginningOfNodeExp );
  				if ( match ) {
  
  					var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
  					var nodeAttrs = match[ 2 ].split( ',' ).map( function ( element ) {
  
  						return element.trim().replace( /^"/, '' ).replace( /"$/, '' );
  
  					} );
  
  					this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  					continue;
  
  				}
  
  				// node's property
  				var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
  				match = l.match( propExp );
  				if ( match ) {
  
  					var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  					var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  
  					this.parseNodeProperty( l, propName, propValue );
  					continue;
  
  				}
  
  				// end of node
  				var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
  				if ( l.match( endOfNodeExp ) ) {
  
  					this.nodeEnd();
  					continue;
  
  				}
  
  				// for special case,
  				//
  				//	  Vertices: *8670 {
  				//		  a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  				// -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  				// 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  				// 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  				//
  				// these case the lines must contiue with previous line
  				if ( l.match( /^[^\s\t}]/ ) ) {
  
  					this.parseNodePropertyContinued( l );
  
  				}
  
  			}
  
  			return this.allNodes;
  
  		},
  
  		parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  
  			// var nodeName = match[1];
  			var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  			var attrs = this.parseNodeAttr( nodeAttrs );
  			var currentNode = this.getCurrentNode();
  
  			// a top node
  			if ( this.currentIndent === 0 ) {
  
  				this.allNodes.add( nodeName, node );
  
  			} else {
  
  				// a subnode
  
  				// already exists subnode, then append it
  				if ( nodeName in currentNode.subNodes ) {
  
  					var tmp = currentNode.subNodes[ nodeName ];
  
  					// console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  					if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  
  
  						if ( attrs.id === '' ) {
  
  							currentNode.subNodes[ nodeName ] = [];
  							currentNode.subNodes[ nodeName ].push( tmp );
  
  						} else {
  
  							currentNode.subNodes[ nodeName ] = {};
  							currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  
  						}
  
  					}
  
  					if ( attrs.id === '' ) {
  
  						currentNode.subNodes[ nodeName ].push( node );
  
  					} else {
  
  						currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  
  					}
  
  				} else {
  
  					currentNode.subNodes[ nodeName ] = node;
  
  				}
  
  			}
  
  			// for this		  ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  			// NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  			if ( nodeAttrs ) {
  
  				node.id = attrs.id;
  				node.attrName = attrs.name;
  				node.attrType = attrs.type;
  
  			}
  
  			this.pushStack( node );
  
  		},
  
  		parseNodeAttr: function ( attrs ) {
  
  			var id = attrs[ 0 ];
  
  			if ( attrs[ 0 ] !== "" ) {
  
  				id = parseInt( attrs[ 0 ] );
  
  				if ( isNaN( id ) ) {
  
  					// PolygonVertexIndex: *16380 {
  					id = attrs[ 0 ];
  
  				}
  
  			}
  
  			var name;
  			var type;
  			if ( attrs.length > 1 ) {
  
  				name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  				type = attrs[ 2 ];
  
  			}
  
  			return { id: id, name: name || '', type: type || '' };
  
  		},
  
  		parseNodeProperty: function ( line, propName, propValue ) {
  
  			var currentNode = this.getCurrentNode();
  			var parentName = currentNode.name;
  
  			// special case parent node's is like "Properties70"
  			// these chilren nodes must treat with careful
  			if ( parentName !== undefined ) {
  
  				var propMatch = parentName.match( /Properties(\d)+/ );
  				if ( propMatch ) {
  
  					this.parseNodeSpecialProperty( line, propName, propValue );
  					return;
  
  				}
  
  			}
  
  			// special case Connections
  			if ( propName == 'C' ) {
  
  				var connProps = propValue.split( ',' ).slice( 1 );
  				var from = parseInt( connProps[ 0 ] );
  				var to = parseInt( connProps[ 1 ] );
  
  				var rest = propValue.split( ',' ).slice( 3 );
  
  				propName = 'connections';
  				propValue = [ from, to ];
  				propValue = propValue.concat( rest );
  
  				if ( currentNode.properties[ propName ] === undefined ) {
  
  					currentNode.properties[ propName ] = [];
  
  				}
  
  			}
  
  			// special case Connections
  			if ( propName == 'Node' ) {
  
  				var id = parseInt( propValue );
  				currentNode.properties.id = id;
  				currentNode.id = id;
  
  			}
  
  			// already exists in properties, then append this
  			if ( propName in currentNode.properties ) {
  
  				// console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  				if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  
  					currentNode.properties[ propName ].push( propValue );
  
  				} else {
  
  					currentNode.properties[ propName ] += propValue;
  
  				}
  
  			} else {
  
  				// console.log( propName + ":  " + propValue );
  				if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  
  					currentNode.properties[ propName ].push( propValue );
  
  				} else {
  
  					currentNode.properties[ propName ] = propValue;
  
  				}
  
  			}
  
  			this.setCurrentProp( currentNode.properties, propName );
  
  		},
  
  		// TODO:
  		parseNodePropertyContinued: function ( line ) {
  
  			this.currentProp[ this.currentPropName ] += line;
  
  		},
  
  		parseNodeSpecialProperty: function ( line, propName, propValue ) {
  
  			// split this
  			// P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  			// into array like below
  			// ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  			var props = propValue.split( '",' ).map( function ( element ) {
  
  				return element.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  
  			} );
  
  			var innerPropName = props[ 0 ];
  			var innerPropType1 = props[ 1 ];
  			var innerPropType2 = props[ 2 ];
  			var innerPropFlag = props[ 3 ];
  			var innerPropValue = props[ 4 ];
  
  			/*
  			if ( innerPropValue === undefined ) {
  				innerPropValue = props[3];
  			}
  			*/
  
  			// cast value in its type
  			switch ( innerPropType1 ) {
  
  				case "int":
  					innerPropValue = parseInt( innerPropValue );
  					break;
  
  				case "double":
  					innerPropValue = parseFloat( innerPropValue );
  					break;
  
  				case "ColorRGB":
  				case "Vector3D":
  					var tmp = innerPropValue.split( ',' );
  					innerPropValue = new THREE.Vector3( tmp[ 0 ], tmp[ 1 ], tmp[ 2 ] );
  					break;
  
  			}
  
  			// CAUTION: these props must append to parent's parent
  			this.getPrevNode().properties[ innerPropName ] = {
  
  				'type': innerPropType1,
  				'type2': innerPropType2,
  				'flag': innerPropFlag,
  				'value': innerPropValue
  
  			};
  
  			this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  
  		},
  
  		nodeEnd: function ( line ) {
  
  			this.popStack();
  
  		},
  
  		/* ---------------------------------------------------------------- */
  		/*		util													  */
  		isFlattenNode: function ( node ) {
  
  			return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  
  		}
  
  	};
  
  	function FBXAnalyzer() {}
  
  	FBXAnalyzer.prototype = {
  
  	};
  
  
  	// generate skinIndices, skinWeights
  	//	  @skinIndices: per vertex data, this represents the bone indexes affects that vertex
  	//	  @skinWeights: per vertex data, this represents the Weight Values affects that vertex
  	//	  @matrices:	per `bones` data
  	function Weights() {
  
  		this.skinIndices = [];
  		this.skinWeights = [];
  
  		this.matrices	= [];
  
  	}
  
  
  	Weights.prototype.parseCluster = function ( node, id, entry ) {
  
  		var _p = node.searchConnectionParent( id );
  		var _indices = toInt( entry.subNodes.Indexes.properties.a.split( ',' ) );
  		var _weights = toFloat( entry.subNodes.Weights.properties.a.split( ',' ) );
  		var _transform = toMat44( toFloat( entry.subNodes.Transform.properties.a.split( ',' ) ) );
  		var _link = toMat44( toFloat( entry.subNodes.TransformLink.properties.a.split( ',' ) ) );
  
  		return {
  
  			'parent': _p,
  			'id': parseInt( id ),
  			'indices': _indices,
  			'weights': _weights,
  			'transform': _transform,
  			'transformlink': _link,
  			'linkMode': entry.properties.Mode
  
  		};
  
  	};
  
  	Weights.prototype.parse = function ( node, bones ) {
  
  		this.skinIndices = [];
  		this.skinWeights = [];
  
  		this.matrices = [];
  
  		var deformers = node.Objects.subNodes.Deformer;
  
  		var clusters = {};
  		for ( var id in deformers ) {
  
  			if ( deformers[ id ].attrType === 'Cluster' ) {
  
  				if ( ! ( 'Indexes' in deformers[ id ].subNodes ) ) {
  
  					continue;
  
  				}
  
  				//clusters.push( this.parseCluster( node, id, deformers[id] ) );
  				var cluster = this.parseCluster( node, id, deformers[ id ] );
  				var boneId = node.searchConnectionChildren( cluster.id )[ 0 ];
  				clusters[ boneId ] = cluster;
  
  			}
  
  		}
  
  
  		// this clusters is per Bone data, thus we make this into per vertex data
  		var weights = [];
  		var hi = bones.hierarchy;
  		for ( var b = 0; b < hi.length; ++ b ) {
  
  			var bid = hi[ b ].internalId;
  			if ( clusters[ bid ] === undefined ) {
  
  				//console.log( bid );
  				this.matrices.push( new THREE.Matrix4() );
  				continue;
  
  			}
  
  			var clst = clusters[ bid ];
  			// store transform matrix per bones
  			this.matrices.push( clst.transform );
  			//this.matrices.push( clst.transformlink );
  			for ( var v = 0; v < clst.indices.length; ++ v ) {
  
  				if ( weights[ clst.indices[ v ] ] === undefined ) {
  
  					weights[ clst.indices[ v ] ] = {};
  					weights[ clst.indices[ v ] ].joint = [];
  					weights[ clst.indices[ v ] ].weight = [];
  
  				}
  
  				// indices
  				var affect = node.searchConnectionChildren( clst.id );
  
  				if ( affect.length > 1 ) {
  
  					console.warn( "FBXLoader: node " + clst.id + " have many weight kids: " + affect );
  
  				}
  				weights[ clst.indices[ v ] ].joint.push( bones.getBoneIdfromInternalId( node, affect[ 0 ] ) );
  
  				// weight value
  				weights[ clst.indices[ v ] ].weight.push( clst.weights[ v ] );
  
  			}
  
  		}
  
  		// normalize the skin weights
  		// TODO -  this might be a good place to choose greatest 4 weights
  		for ( var i = 0; i < weights.length; i ++ ) {
  
  			var indicies = new THREE.Vector4(
  				weights[ i ].joint[ 0 ] ? weights[ i ].joint[ 0 ] : 0,
  				weights[ i ].joint[ 1 ] ? weights[ i ].joint[ 1 ] : 0,
  				weights[ i ].joint[ 2 ] ? weights[ i ].joint[ 2 ] : 0,
  				weights[ i ].joint[ 3 ] ? weights[ i ].joint[ 3 ] : 0 );
  
  			var weight = new THREE.Vector4(
  				weights[ i ].weight[ 0 ] ? weights[ i ].weight[ 0 ] : 0,
  				weights[ i ].weight[ 1 ] ? weights[ i ].weight[ 1 ] : 0,
  				weights[ i ].weight[ 2 ] ? weights[ i ].weight[ 2 ] : 0,
  				weights[ i ].weight[ 3 ] ? weights[ i ].weight[ 3 ] : 0 );
  
  			this.skinIndices.push( indicies );
  			this.skinWeights.push( weight );
  
  		}
  
  		//console.log( this );
  		return this;
  
  	};
  
  	function Bones() {
  
  		// returns bones hierarchy tree.
  		//	  [
  		//		  {
  		//			  "parent": id,
  		//			  "name": name,
  		//			  "pos": pos,
  		//			  "rotq": quat
  		//		  },
  		//		  ...
  		//		  {},
  		//		  ...
  		//	  ]
  		//
  		/* sample response
  
  		   "bones" : [
  			{"parent":-1, "name":"Fbx01",			"pos":[-0.002,	 98.739,   1.6e-05],	 "rotq":[0, 0, 0, 1]},
  			{"parent":0,  "name":"Fbx01_Pelvis",	 "pos":[0.00015963, 0,		7.33107e-08], "rotq":[0, 0, 0, 1]},
  			{"parent":1,  "name":"Fbx01_Spine",	  "pos":[6.577e-06,  10.216,   0.0106811],   "rotq":[0, 0, 0, 1]},
  			{"parent":2,  "name":"Fbx01_R_Thigh",	"pos":[14.6537,	-10.216,  -0.00918758], "rotq":[0, 0, 0, 1]},
  			{"parent":3,  "name":"Fbx01_R_Calf",	 "pos":[-3.70047,	 -42.9681,	 -7.78158],	 "rotq":[0, 0, 0, 1]},
  			{"parent":4,  "name":"Fbx01_R_Foot",	 "pos":[-2.0696,	  -46.0488,	 9.42052],	  "rotq":[0, 0, 0, 1]},
  			{"parent":5,  "name":"Fbx01_R_Toe0",	 "pos":[-0.0234785,   -9.46233,	 -15.3187],	 "rotq":[0, 0, 0, 1]},
  			{"parent":2,  "name":"Fbx01_L_Thigh",	"pos":[-14.6537,	 -10.216,	  -0.00918314],  "rotq":[0, 0, 0, 1]},
  			{"parent":7,  "name":"Fbx01_L_Calf",	 "pos":[3.70037,	  -42.968,	  -7.78155],	 "rotq":[0, 0, 0, 1]},
  			{"parent":8,  "name":"Fbx01_L_Foot",	 "pos":[2.06954,	  -46.0488,	 9.42052],	  "rotq":[0, 0, 0, 1]},
  			{"parent":9,  "name":"Fbx01_L_Toe0",	 "pos":[0.0234566,	-9.46235,	 -15.3187],	 "rotq":[0, 0, 0, 1]},
  			{"parent":2,  "name":"Fbx01_Spine1",	 "pos":[-2.97523e-05, 11.5892,	  -9.81027e-05], "rotq":[0, 0, 0, 1]},
  			{"parent":11, "name":"Fbx01_Spine2",	 "pos":[-2.91292e-05, 11.4685,	  8.27126e-05],  "rotq":[0, 0, 0, 1]},
  			{"parent":12, "name":"Fbx01_Spine3",	 "pos":[-4.48857e-05, 11.5783,	  8.35108e-05],  "rotq":[0, 0, 0, 1]},
  			{"parent":13, "name":"Fbx01_Neck",	   "pos":[1.22987e-05,  11.5582,	  -0.0044775],   "rotq":[0, 0, 0, 1]},
  			{"parent":14, "name":"Fbx01_Head",	   "pos":[-3.50709e-05, 6.62915,	  -0.00523254],  "rotq":[0, 0, 0, 1]},
  			{"parent":15, "name":"Fbx01_R_Eye",	  "pos":[3.31681,	  12.739,	   -10.5267],	 "rotq":[0, 0, 0, 1]},
  			{"parent":15, "name":"Fbx01_L_Eye",	  "pos":[-3.32038,	 12.7391,	  -10.5267],	 "rotq":[0, 0, 0, 1]},
  			{"parent":15, "name":"Jaw",			  "pos":[-0.0017738,   7.43481,	  -4.08114],	 "rotq":[0, 0, 0, 1]},
  			{"parent":14, "name":"Fbx01_R_Clavicle", "pos":[3.10919,	  2.46577,	  -0.0115284],   "rotq":[0, 0, 0, 1]},
  			{"parent":19, "name":"Fbx01_R_UpperArm", "pos":[16.014,	   4.57764e-05,  3.10405],	  "rotq":[0, 0, 0, 1]},
  			{"parent":20, "name":"Fbx01_R_Forearm",  "pos":[22.7068,	  -1.66322,	 -2.13803],	 "rotq":[0, 0, 0, 1]},
  			{"parent":21, "name":"Fbx01_R_Hand",	 "pos":[25.5881,	  -0.80249,	 -6.37307],	 "rotq":[0, 0, 0, 1]},
  			...
  			{"parent":27, "name":"Fbx01_R_Finger32", "pos":[2.15572,	  -0.548737,	-0.539604],	"rotq":[0, 0, 0, 1]},
  			{"parent":22, "name":"Fbx01_R_Finger2",  "pos":[9.79318,	  0.132553,	 -2.97845],	 "rotq":[0, 0, 0, 1]},
  			{"parent":29, "name":"Fbx01_R_Finger21", "pos":[2.74037,	  0.0483093,	-0.650531],	"rotq":[0, 0, 0, 1]},
  			{"parent":55, "name":"Fbx01_L_Finger02", "pos":[-1.65308,	 -1.43208,	 -1.82885],	 "rotq":[0, 0, 0, 1]}
  			]
  		*/
  		this.hierarchy = [];
  
  	}
  
  	Bones.prototype.parseHierarchy = function ( node ) {
  
  		var objects = node.Objects;
  		var models = objects.subNodes.Model;
  
  		var bones = [];
  		for ( var id in models ) {
  
  			if ( models[ id ].attrType === undefined ) {
  
  				continue;
  
  			}
  			bones.push( models[ id ] );
  
  		}
  
  		this.hierarchy = [];
  		for ( var i = 0; i < bones.length; ++ i ) {
  
  			var bone = bones[ i ];
  
  			var p = node.searchConnectionParent( bone.id )[ 0 ];
  			var t = [ 0.0, 0.0, 0.0 ];
  			var r = [ 0.0, 0.0, 0.0, 1.0 ];
  			var s = [ 1.0, 1.0, 1.0 ];
  
  			if ( 'Lcl_Translation' in bone.properties ) {
  
  				t = toFloat( bone.properties.Lcl_Translation.value.split( ',' ) );
  
  			}
  
  			if ( 'Lcl_Rotation' in bone.properties ) {
  
  				r = toRad( toFloat( bone.properties.Lcl_Rotation.value.split( ',' ) ) );
  				var q = new THREE.Quaternion();
  				q.setFromEuler( new THREE.Euler( r[ 0 ], r[ 1 ], r[ 2 ], 'ZYX' ) );
  				r = [ q.x, q.y, q.z, q.w ];
  
  			}
  
  			if ( 'Lcl_Scaling' in bone.properties ) {
  
  				s = toFloat( bone.properties.Lcl_Scaling.value.split( ',' ) );
  
  			}
  
  			// replace unsafe character
  			var name = bone.attrName;
  			name = name.replace( /:/, '' );
  			name = name.replace( /_/, '' );
  			name = name.replace( /-/, '' );
  			this.hierarchy.push( { "parent": p, "name": name, "pos": t, "rotq": r, "scl": s, "internalId": bone.id } );
  
  		}
  
  		this.reindexParentId();
  
  		this.restoreBindPose( node );
  
  		return this;
  
  	};
  
  	Bones.prototype.reindexParentId = function () {
  
  		for ( var h = 0; h < this.hierarchy.length; h ++ ) {
  
  			for ( var ii = 0; ii < this.hierarchy.length; ++ ii ) {
  
  				if ( this.hierarchy[ h ].parent == this.hierarchy[ ii ].internalId ) {
  
  					this.hierarchy[ h ].parent = ii;
  					break;
  
  				}
  
  			}
  
  		}
  
  	};
  
  	Bones.prototype.restoreBindPose = function ( node ) {
  
  		var bindPoseNode = node.Objects.subNodes.Pose;
  		if ( bindPoseNode === undefined ) {
  
  			return;
  
  		}
  
  		var poseNode = bindPoseNode.subNodes.PoseNode;
  		var localMatrices = {}; // store local matrices, modified later( initialy world space )
  		var worldMatrices = {}; // store world matrices
  
  		for ( var i = 0; i < poseNode.length; ++ i ) {
  
  			var rawMatLcl = toMat44( poseNode[ i ].subNodes.Matrix.properties.a.split( ',' ) );
  			var rawMatWrd = toMat44( poseNode[ i ].subNodes.Matrix.properties.a.split( ',' ) );
  
  			localMatrices[ poseNode[ i ].id ] = rawMatLcl;
  			worldMatrices[ poseNode[ i ].id ] = rawMatWrd;
  
  		}
  
  		for ( var h = 0; h < this.hierarchy.length; ++ h ) {
  
  			var bone = this.hierarchy[ h ];
  			var inId = bone.internalId;
  
  			if ( worldMatrices[ inId ] === undefined ) {
  
  				// has no bind pose node, possibly be mesh
  				// console.log( bone );
  				continue;
  
  			}
  
  			var t = new THREE.Vector3( 0, 0, 0 );
  			var r = new THREE.Quaternion();
  			var s = new THREE.Vector3( 1, 1, 1 );
  
  			var parentId;
  			var parentNodes = node.searchConnectionParent( inId );
  			for ( var pn = 0; pn < parentNodes.length; ++ pn ) {
  
  				if ( this.isBoneNode( parentNodes[ pn ] ) ) {
  
  					parentId = parentNodes[ pn ];
  					break;
  
  				}
  
  			}
  
  			if ( parentId !== undefined && localMatrices[ parentId ] !== undefined ) {
  
  				// convert world space matrix into local space
  				var inv = new THREE.Matrix4();
  				inv.getInverse( worldMatrices[ parentId ] );
  				inv.multiply( localMatrices[ inId ] );
  				localMatrices[ inId ] = inv;
  
  			} else {
  				//console.log( bone );
  			}
  
  			localMatrices[ inId ].decompose( t, r, s );
  			bone.pos = [ t.x, t.y, t.z ];
  			bone.rotq = [ r.x, r.y, r.z, r.w ];
  			bone.scl = [ s.x, s.y, s.z ];
  
  		}
  
  	};
  
  	Bones.prototype.searchRealId = function ( internalId ) {
  
  		for ( var h = 0; h < this.hierarchy.length; h ++ ) {
  
  			if ( internalId == this.hierarchy[ h ].internalId ) {
  
  				return h;
  
  			}
  
  		}
  
  		// console.warn( 'FBXLoader: notfound internalId in bones: ' + internalId);
  		return - 1;
  
  	};
  
  	Bones.prototype.getByInternalId = function ( internalId ) {
  
  		for ( var h = 0; h < this.hierarchy.length; h ++ ) {
  
  			if ( internalId == this.hierarchy[ h ].internalId ) {
  
  				return this.hierarchy[ h ];
  
  			}
  
  		}
  
  		return null;
  
  	};
  
  	Bones.prototype.isBoneNode = function ( id ) {
  
  		for ( var i = 0; i < this.hierarchy.length; ++ i ) {
  
  			if ( id === this.hierarchy[ i ].internalId ) {
  
  				return true;
  
  			}
  
  		}
  		return false;
  
  	};
  
  	Bones.prototype.getBoneIdfromInternalId = function ( node, id ) {
  
  		if ( node.__cache_get_boneid_from_internalid === undefined ) {
  
  			node.__cache_get_boneid_from_internalid = [];
  
  		}
  
  		if ( node.__cache_get_boneid_from_internalid[ id ] !== undefined ) {
  
  			return node.__cache_get_boneid_from_internalid[ id ];
  
  		}
  
  		for ( var i = 0; i < this.hierarchy.length; ++ i ) {
  
  			if ( this.hierarchy[ i ].internalId == id ) {
  
  				var res = i;
  				node.__cache_get_boneid_from_internalid[ id ] = i;
  				return i;
  
  			}
  
  		}
  
  		// console.warn( 'FBXLoader: bone internalId(' + id + ') not found in bone hierarchy' );
  		return - 1;
  
  	};
  
  
  	function Geometry() {
  
  		this.node = null;
  		this.name = null;
  		this.id = null;
  
  		this.vertices = [];
  		this.indices = [];
  		this.normals = [];
  		this.uvs = [];
  
  		this.bones = [];
  		this.skins = null;
  
  	}
  
  	Geometry.prototype.parse = function ( geoNode ) {
  
  		this.node = geoNode;
  		this.name = geoNode.attrName;
  		this.id = geoNode.id;
  
  		this.vertices = this.getVertices();
  
  		if ( this.vertices === undefined ) {
  
  			console.log( 'FBXLoader: Geometry.parse(): pass' + this.node.id );
  			return;
  
  		}
  
  		this.indices = this.getPolygonVertexIndices();
  		this.uvs = ( new UV() ).parse( this.node, this );
  		this.normals = ( new Normal() ).parse( this.node, this );
  
  		if ( this.getPolygonTopologyMax() > 3 ) {
  
  			this.indices = this.convertPolyIndicesToTri(
  								this.indices, this.getPolygonTopologyArray() );
  
  		}
  
  		return this;
  
  	};
  
  
  	Geometry.prototype.getVertices = function () {
  
  		if ( this.node.__cache_vertices ) {
  
  			return this.node.__cache_vertices;
  
  		}
  
  		if ( this.node.subNodes.Vertices === undefined ) {
  
  			console.warn( 'this.node: ' + this.node.attrName + "(" + this.node.id + ") does not have Vertices" );
  			this.node.__cache_vertices = undefined;
  			return null;
  
  		}
  
  		var rawTextVert	= this.node.subNodes.Vertices.properties.a;
  		var vertices = rawTextVert.split( ',' ).map( function ( element ) {
  
  			return parseFloat( element );
  
  		} );
  
  		this.node.__cache_vertices = vertices;
  		return this.node.__cache_vertices;
  
  	};
  
  	Geometry.prototype.getPolygonVertexIndices = function () {
  
  		if ( this.node.__cache_indices && this.node.__cache_poly_topology_max ) {
  
  			return this.node.__cache_indices;
  
  		}
  
  		if ( this.node.subNodes === undefined ) {
  
  			console.error( 'this.node.subNodes undefined' );
  			console.log( this.node );
  			return;
  
  		}
  
  		if ( this.node.subNodes.PolygonVertexIndex === undefined ) {
  
  			console.warn( 'this.node: ' + this.node.attrName + "(" + this.node.id + ") does not have PolygonVertexIndex " );
  			this.node.__cache_indices = undefined;
  			return;
  
  		}
  
  		var rawTextIndices = this.node.subNodes.PolygonVertexIndex.properties.a;
  		var indices = rawTextIndices.split( ',' );
  
  		var currentTopo = 1;
  		var topologyN = null;
  		var topologyArr = [];
  
  		// The indices that make up the polygon are in order and a negative index
  		// means that it’s the last index of the polygon. That index needs
  		// to be made positive and then you have to subtract 1 from it!
  		for ( var i = 0; i < indices.length; ++ i ) {
  
  			var tmpI = parseInt( indices[ i ] );
  			// found n
  			if ( tmpI < 0 ) {
  
  				if ( currentTopo > topologyN ) {
  
  					topologyN = currentTopo;
  
  				}
  
  				indices[ i ] = tmpI ^ - 1;
  				topologyArr.push( currentTopo );
  				currentTopo = 1;
  
  			} else {
  
  				indices[ i ] = tmpI;
  				currentTopo ++;
  
  			}
  
  		}
  
  		if ( topologyN === null ) {
  
  			console.warn( "FBXLoader: topology N not found: " + this.node.attrName );
  			console.warn( this.node );
  			topologyN = 3;
  
  		}
  
  		this.node.__cache_poly_topology_max = topologyN;
  		this.node.__cache_poly_topology_arr = topologyArr;
  		this.node.__cache_indices = indices;
  
  		return this.node.__cache_indices;
  
  	};
  
  	Geometry.prototype.getPolygonTopologyMax = function () {
  
  		if ( this.node.__cache_indices && this.node.__cache_poly_topology_max ) {
  
  			return this.node.__cache_poly_topology_max;
  
  		}
  
  		this.getPolygonVertexIndices( this.node );
  		return this.node.__cache_poly_topology_max;
  
  	};
  
  	Geometry.prototype.getPolygonTopologyArray = function () {
  
  		if ( this.node.__cache_indices && this.node.__cache_poly_topology_max ) {
  
  			return this.node.__cache_poly_topology_arr;
  
  		}
  
  		this.getPolygonVertexIndices( this.node );
  		return this.node.__cache_poly_topology_arr;
  
  	};
  
  	// a - d
  	// |   |
  	// b - c
  	//
  	// [( a, b, c, d ) ...........
  	// [( a, b, c ), (a, c, d )....
  	Geometry.prototype.convertPolyIndicesToTri = function ( indices, strides ) {
  
  		var res = [];
  
  		var i = 0;
  		var tmp = [];
  		var currentPolyNum = 0;
  		var currentStride = 0;
  
  		while ( i < indices.length ) {
  
  			currentStride = strides[ currentPolyNum ];
  
  			// CAUTIN: NG over 6gon
  			for ( var j = 0; j <= ( currentStride - 3 ); j ++ ) {
  
  				res.push( indices[ i ] );
  				res.push( indices[ i + ( currentStride - 2 - j ) ] );
  				res.push( indices[ i + ( currentStride - 1 - j ) ] );
  
  			}
  
  			currentPolyNum ++;
  			i += currentStride;
  
  		}
  
  		return res;
  
  	};
  
  	Geometry.prototype.addBones = function ( bones ) {
  
  		this.bones = bones;
  
  	};
  
  
  	function UV() {
  
  		this.uv = null;
  		this.map = null;
  		this.ref = null;
  		this.node = null;
  		this.index = null;
  
  	}
  
  	UV.prototype.getUV = function ( node ) {
  
  		if ( this.node && this.uv && this.map && this.ref ) {
  
  			return this.uv;
  
  		} else {
  
  			return this._parseText( node );
  
  		}
  
  	};
  
  	UV.prototype.getMap = function ( node ) {
  
  		if ( this.node && this.uv && this.map && this.ref ) {
  
  			return this.map;
  
  		} else {
  
  			this._parseText( node );
  			return this.map;
  
  		}
  
  	};
  
  	UV.prototype.getRef = function ( node ) {
  
  		if ( this.node && this.uv && this.map && this.ref ) {
  
  			return this.ref;
  
  		} else {
  
  			this._parseText( node );
  			return this.ref;
  
  		}
  
  	};
  
  	UV.prototype.getIndex = function ( node ) {
  
  		if ( this.node && this.uv && this.map && this.ref ) {
  
  			return this.index;
  
  		} else {
  
  			this._parseText( node );
  			return this.index;
  
  		}
  
  	};
  
  	UV.prototype.getNode = function ( topnode ) {
  
  		if ( this.node !== null ) {
  
  			return this.node;
  
  		}
  
  		this.node = topnode.subNodes.LayerElementUV;
  		return this.node;
  
  	};
  
  	UV.prototype._parseText = function ( node ) {
  
  		var uvNode = this.getNode( node );
  		if ( uvNode === undefined ) {
  
  			// console.log( node.attrName + "(" + node.id + ")" + " has no LayerElementUV." );
  			return [];
  
  		}
  
  		var count = 0;
  		var x = '';
  		for ( var n in uvNode ) {
  
  			if ( n.match( /^\d+$/ ) ) {
  
  				count ++;
  				x = n;
  
  			}
  
  		}
  
  		if ( count > 0 ) {
  
  			console.warn( 'multi uv not supported' );
  			uvNode = uvNode[ n ];
  
  		}
  
  		var uvIndex = uvNode.subNodes.UVIndex.properties.a;
  		var uvs = uvNode.subNodes.UV.properties.a;
  		var uvMap = uvNode.properties.MappingInformationType;
  		var uvRef = uvNode.properties.ReferenceInformationType;
  
  
  		this.uv	= toFloat( uvs.split( ',' ) );
  		this.index = toInt( uvIndex.split( ',' ) );
  
  		this.map = uvMap; // TODO: normalize notation shaking... FOR BLENDER
  		this.ref = uvRef;
  
  		return this.uv;
  
  	};
  
  	UV.prototype.parse = function ( node, geo ) {
  
  		this.uvNode = this.getNode( node );
  
  		this.uv = this.getUV( node );
  		var mappingType = this.getMap( node );
  		var refType = this.getRef( node );
  		var indices = this.getIndex( node );
  
  		var strides = geo.getPolygonTopologyArray();
  
  		// it means that there is a normal for every vertex of every polygon of the model.
  		// For example, if the models has 8 vertices that make up four quads, then there
  		// will be 16 normals (one normal * 4 polygons * 4 vertices of the polygon). Note
  		// that generally a game engine needs the vertices to have only one normal defined.
  		// So, if you find a vertex has more tha one normal, you can either ignore the normals
  		// you find after the first, or calculate the mean from all of them (normal smoothing).
  		//if ( mappingType == "ByPolygonVertex" ){
  		switch ( mappingType ) {
  
  			case "ByPolygonVertex":
  
  				switch ( refType ) {
  
  					// Direct
  					// The this.uv are in order.
  					case "Direct":
  						this.uv = this.parseUV_ByPolygonVertex_Direct( this.uv, indices, strides, 2 );
  						break;
  
  					// IndexToDirect
  					// The order of the this.uv is given by the uvsIndex property.
  					case "IndexToDirect":
  						this.uv = this.parseUV_ByPolygonVertex_IndexToDirect( this.uv, indices );
  						break;
  
  				}
  
  				// convert from by polygon(vert) data into by verts data
  				this.uv = mapByPolygonVertexToByVertex( this.uv, geo.getPolygonVertexIndices( node ), 2 );
  				break;
  
  			case "ByPolygon":
  
  				switch ( refType ) {
  
  					// Direct
  					// The this.uv are in order.
  					case "Direct":
  						this.uv = this.parseUV_ByPolygon_Direct();
  						break;
  
  					// IndexToDirect
  					// The order of the this.uv is given by the uvsIndex property.
  					case "IndexToDirect":
  						this.uv = this.parseUV_ByPolygon_IndexToDirect();
  						break;
  
  				}
  				break;
  		}
  
  		return this.uv;
  
  	};
  
  	UV.prototype.parseUV_ByPolygonVertex_Direct = function ( node, indices, strides, itemSize ) {
  
  		return parse_Data_ByPolygonVertex_Direct( node, indices, strides, itemSize );
  
  	};
  
  	UV.prototype.parseUV_ByPolygonVertex_IndexToDirect = function ( node, indices ) {
  
  		return parse_Data_ByPolygonVertex_IndexToDirect( node, indices, 2 );
  
  	};
  
  	UV.prototype.parseUV_ByPolygon_Direct = function ( node ) {
  
  		console.warn( "not implemented" );
  		return node;
  
  	};
  
  	UV.prototype.parseUV_ByPolygon_IndexToDirect = function ( node ) {
  
  		console.warn( "not implemented" );
  		return node;
  
  	};
  
  	UV.prototype.parseUV_ByVertex_Direct = function ( node ) {
  
  		console.warn( "not implemented" );
  		return node;
  
  	};
  
  
  	function Normal() {
  
  		this.normal = null;
  		this.map	= null;
  		this.ref	= null;
  		this.node = null;
  		this.index = null;
  
  	}
  
  	Normal.prototype.getNormal = function ( node ) {
  
  		if ( this.node && this.normal && this.map && this.ref ) {
  
  			return this.normal;
  
  		} else {
  
  			this._parseText( node );
  			return this.normal;
  
  		}
  
  	};
  
  	// mappingType: possible variant
  	//	  ByPolygon
  	//	  ByPolygonVertex
  	//	  ByVertex (or also ByVertice, as the Blender exporter writes)
  	//	  ByEdge
  	//	  AllSame
  	//	var mappingType = node.properties.MappingInformationType;
  	Normal.prototype.getMap = function ( node ) {
  
  		if ( this.node && this.normal && this.map && this.ref ) {
  
  			return this.map;
  
  		} else {
  
  			this._parseText( node );
  			return this.map;
  
  		}
  
  	};
  
  	// refType: possible variants
  	//	  Direct
  	//	  IndexToDirect (or Index for older versions)
  	// var refType	 = node.properties.ReferenceInformationType;
  	Normal.prototype.getRef = function ( node ) {
  
  		if ( this.node && this.normal && this.map && this.ref ) {
  
  			return this.ref;
  
  		} else {
  
  			this._parseText( node );
  			return this.ref;
  
  		}
  
  	};
  
  	Normal.prototype.getNode = function ( node ) {
  
  		if ( this.node ) {
  
  			return this.node;
  
  		}
  
  		this.node = node.subNodes.LayerElementNormal;
  		return this.node;
  
  	};
  
  	Normal.prototype._parseText = function ( node ) {
  
  		var normalNode = this.getNode( node );
  
  		if ( normalNode === undefined ) {
  
  			console.warn( 'node: ' + node.attrName + "(" + node.id + ") does not have LayerElementNormal" );
  			return;
  
  		}
  
  		var mappingType = normalNode.properties.MappingInformationType;
  		var refType = normalNode.properties.ReferenceInformationType;
  
  		var rawTextNormals = normalNode.subNodes.Normals.properties.a;
  		this.normal = toFloat( rawTextNormals.split( ',' ) );
  
  		// TODO: normalize notation shaking, vertex / vertice... blender...
  		this.map	= mappingType;
  		this.ref	= refType;
  
  	};
  
  	Normal.prototype.parse = function ( topnode, geo ) {
  
  		var normals = this.getNormal( topnode );
  		var normalNode = this.getNode( topnode );
  		var mappingType = this.getMap( topnode );
  		var refType = this.getRef( topnode );
  
  		var indices = geo.getPolygonVertexIndices( topnode );
  		var strides = geo.getPolygonTopologyArray( topnode );
  
  		// it means that there is a normal for every vertex of every polygon of the model.
  		// For example, if the models has 8 vertices that make up four quads, then there
  		// will be 16 normals (one normal * 4 polygons * 4 vertices of the polygon). Note
  		// that generally a game engine needs the vertices to have only one normal defined.
  		// So, if you find a vertex has more tha one normal, you can either ignore the normals
  		// you find after the first, or calculate the mean from all of them (normal smoothing).
  		//if ( mappingType == "ByPolygonVertex" ){
  		switch ( mappingType ) {
  
  			case "ByPolygonVertex":
  
  				switch ( refType ) {
  
  					// Direct
  					// The normals are in order.
  					case "Direct":
  						normals = this.parseNormal_ByPolygonVertex_Direct( normals, indices, strides, 3 );
  						break;
  
  					// IndexToDirect
  					// The order of the normals is given by the NormalsIndex property.
  					case "IndexToDirect":
  						normals = this.parseNormal_ByPolygonVertex_IndexToDirect();
  						break;
  
  				}
  				break;
  
  			case "ByPolygon":
  
  				switch ( refType ) {
  
  					// Direct
  					// The normals are in order.
  					case "Direct":
  						normals = this.parseNormal_ByPolygon_Direct();
  						break;
  
  					// IndexToDirect
  					// The order of the normals is given by the NormalsIndex property.
  					case "IndexToDirect":
  						normals = this.parseNormal_ByPolygon_IndexToDirect();
  						break;
  
  				}
  				break;
  		}
  
  		return normals;
  
  	};
  
  	Normal.prototype.parseNormal_ByPolygonVertex_Direct = function ( node, indices, strides, itemSize ) {
  
  		return parse_Data_ByPolygonVertex_Direct( node, indices, strides, itemSize );
  
  	};
  
  	Normal.prototype.parseNormal_ByPolygonVertex_IndexToDirect = function ( node ) {
  
  		console.warn( "not implemented" );
  		return node;
  
  	};
  
  	Normal.prototype.parseNormal_ByPolygon_Direct = function ( node ) {
  
  		console.warn( "not implemented" );
  		return node;
  
  	};
  
  	Normal.prototype.parseNormal_ByPolygon_IndexToDirect = function ( node ) {
  
  		console.warn( "not implemented" );
  		return node;
  
  	};
  
  	Normal.prototype.parseNormal_ByVertex_Direct = function ( node ) {
  
  		console.warn( "not implemented" );
  		return node;
  
  	};
  
  	function AnimationCurve() {
  
  		this.version = null;
  
  		this.id = null;
  		this.internalId = null;
  		this.times = null;
  		this.values = null;
  
  		this.attrFlag = null; // tangeant
  		this.attrData = null; // slope, weight
  
  	}
  
  	AnimationCurve.prototype.fromNode = function ( curveNode ) {
  
  		this.id = curveNode.id;
  		this.internalId = curveNode.id;
  		this.times = curveNode.subNodes.KeyTime.properties.a;
  		this.values = curveNode.subNodes.KeyValueFloat.properties.a;
  
  		this.attrFlag = curveNode.subNodes.KeyAttrFlags.properties.a;
  		this.attrData = curveNode.subNodes.KeyAttrDataFloat.properties.a;
  
  		this.times = toFloat( this.times.split(	',' ) );
  		this.values = toFloat( this.values.split( ',' ) );
  		this.attrData = toFloat( this.attrData.split( ',' ) );
  		this.attrFlag = toInt( this.attrFlag.split( ',' ) );
  
  		this.times = this.times.map( function ( element ) {
  
  			return FBXTimeToSeconds( element );
  
  		} );
  
  		return this;
  
  	};
  
  	AnimationCurve.prototype.getLength = function () {
  
  		return this.times[ this.times.length - 1 ];
  
  	};
  
  	function AnimationNode() {
  
  		this.id = null;
  		this.attr = null; // S, R, T
  		this.attrX = false;
  		this.attrY = false;
  		this.attrZ = false;
  		this.internalId = null;
  		this.containerInternalId = null; // bone, null etc Id
  		this.containerBoneId = null; // bone, null etc Id
  		this.curveIdx = null; // AnimationCurve's indices
  		this.curves = [];	// AnimationCurve refs
  
  	}
  
  	AnimationNode.prototype.fromNode = function ( allNodes, node, bones ) {
  
  		this.id = node.id;
  		this.attr = node.attrName;
  		this.internalId = node.id;
  
  		if ( this.attr.match( /S|R|T/ ) ) {
  
  			for ( var attrKey in node.properties ) {
  
  				if ( attrKey.match( /X/ ) ) {
  
  					this.attrX = true;
  
  				}
  				if ( attrKey.match( /Y/ ) ) {
  
  					this.attrY = true;
  
  				}
  				if ( attrKey.match( /Z/ ) ) {
  
  					this.attrZ = true;
  
  				}
  
  			}
  
  		} else {
  
  			// may be deform percent nodes
  			return null;
  
  		}
  
  		this.containerIndices = allNodes.searchConnectionParent( this.id );
  		this.curveIdx	= allNodes.searchConnectionChildren( this.id );
  
  		for ( var i = this.containerIndices.length - 1; i >= 0; -- i ) {
  
  			var boneId = bones.searchRealId( this.containerIndices[ i ] );
  			if ( boneId >= 0 ) {
  
  				this.containerBoneId = boneId;
  				this.containerId = this.containerIndices [ i ];
  
  			}
  
  			if ( boneId >= 0 ) {
  
  				break;
  
  			}
  
  		}
  		// this.containerBoneId = bones.searchRealId( this.containerIndices );
  
  		return this;
  
  	};
  
  	AnimationNode.prototype.setCurve = function ( curve ) {
  
  		this.curves.push( curve );
  
  	};
  
  	function Animation() {
  
  		this.curves = {};
  		this.length = 0.0;
  		this.fps	= 30.0;
  		this.frames = 0.0;
  
  	}
  
  	Animation.prototype.parse = function ( node, bones ) {
  
  		var rawNodes = node.Objects.subNodes.AnimationCurveNode;
  		var rawCurves = node.Objects.subNodes.AnimationCurve;
  
  		// first: expand AnimationCurveNode into curve nodes
  		var curveNodes = [];
  		for ( var key in rawNodes ) {
  
  			if ( key.match( /\d+/ ) ) {
  
  				var a = ( new AnimationNode() ).fromNode( node, rawNodes[ key ], bones );
  				curveNodes.push( a );
  
  			}
  
  		}
  
  		// second: gen dict, mapped by internalId
  		var tmp = {};
  		for ( var i = 0; i < curveNodes.length; ++ i ) {
  
  			if ( curveNodes[ i ] === null ) {
  
  				continue;
  
  			}
  
  			tmp[ curveNodes[ i ].id ] = curveNodes[ i ];
  
  		}
  
  		// third: insert curves into the dict
  		var ac = [];
  		var max = 0.0;
  		for ( key in rawCurves ) {
  
  			if ( key.match( /\d+/ ) ) {
  
  				var c = ( new AnimationCurve() ).fromNode( rawCurves[ key ] );
  				ac.push( c );
  				max = c.getLength() ? c.getLength() : max;
  
  				var parentId = node.searchConnectionParent( c.id )[ 0 ];
  				var axis = node.searchConnectionType( c.id, parentId );
  
  				if ( axis.match( /X/ ) ) {
  
  					axis = 'x';
  
  				}
  				if ( axis.match( /Y/ ) ) {
  
  					axis = 'y';
  
  				}
  				if ( axis.match( /Z/ ) ) {
  
  					axis = 'z';
  
  				}
  
  				tmp[ parentId ].curves[ axis ] = c;
  
  			}
  
  		}
  
  		// forth:
  		for ( var t in tmp ) {
  
  			var id = tmp[ t ].containerBoneId;
  			if ( this.curves[ id ] === undefined ) {
  
  				this.curves[ id ] = {};
  
  			}
  
  			this.curves[ id ][ tmp[ t ].attr ] = tmp[ t ];
  
  		}
  
  		this.length = max;
  		this.frames = this.length * this.fps;
  
  		return this;
  
  	};
  
  
  	function Textures() {
  
  		this.textures = [];
  		this.perGeoMap = {};
  
  	}
  
  	Textures.prototype.add = function ( tex ) {
  
  		if ( this.textures === undefined ) {
  
  			this.textures = [];
  
  		}
  
  		this.textures.push( tex );
  
  		for ( var i = 0; i < tex.parentIds.length; ++ i ) {
  
  			if ( this.perGeoMap[ tex.parentIds[ i ] ] === undefined ) {
  
  				this.perGeoMap[ tex.parentIds[ i ] ] = [];
  
  			}
  
  			this.perGeoMap[ tex.parentIds[ i ] ].push( this.textures[ this.textures.length - 1 ] );
  
  		}
  
  	};
  
  	Textures.prototype.parse = function ( node, bones ) {
  
  		var rawNodes = node.Objects.subNodes.Texture;
  
  		for ( var n in rawNodes ) {
  
  			var tex = ( new Texture() ).parse( rawNodes[ n ], node );
  			this.add( tex );
  
  		}
  
  		return this;
  
  	};
  
  	Textures.prototype.getById = function ( id ) {
  
  		return this.perGeoMap[ id ];
  
  	};
  
  	function Texture() {
  
  		this.fileName = "";
  		this.name = "";
  		this.id = null;
  		this.parentIds = [];
  
  	}
  
  	Texture.prototype.parse = function ( node, nodes ) {
  
  		this.id = node.id;
  		this.name = node.attrName;
  		this.fileName = this.parseFileName( node.properties.FileName );
  
  		this.parentIds = this.searchParents( this.id, nodes );
  
  		return this;
  
  	};
  
  	// TODO: support directory
  	Texture.prototype.parseFileName = function ( fname ) {
  
  		if ( fname === undefined ) {
  
  			return "";
  
  		}
  
  		// ignore directory structure, flatten path
  		var splitted = fname.split( /[\\\/]/ );
  		if ( splitted.length > 0 ) {
  
  			return splitted[ splitted.length - 1 ];
  
  		} else {
  
  			return fname;
  
  		}
  
  	};
  
  	Texture.prototype.searchParents = function ( id, nodes ) {
  
  		var p = nodes.searchConnectionParent( id );
  
  		return p;
  
  	};
  
  
  	/* --------------------------------------------------------------------- */
  	/* --------------------------------------------------------------------- */
  	/* --------------------------------------------------------------------- */
  	/* --------------------------------------------------------------------- */
  
  	function loadTextureImage( texture, url ) {
  
  		var loader = new THREE.ImageLoader();
  
  		loader.load( url, function ( image ) {
  
  
  		} );
  
  		loader.load( url, function ( image ) {
  
  			texture.image = image;
  			texture.needUpdate = true;
  			console.log( 'tex load done' );
  
  		},
  
  		// Function called when download progresses
  			function ( xhr ) {
  
  				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
  
  			},
  
  			// Function called when download errors
  			function ( xhr ) {
  
  				console.log( 'An error happened' );
  
  			}
  		);
  
  	}
  
  	// LayerElementUV: 0 {
  	// 	Version: 101
  	//	Name: "Texture_Projection"
  	//	MappingInformationType: "ByPolygonVertex"
  	//	ReferenceInformationType: "IndexToDirect"
  	//	UV: *1746 {
  	//	UVIndex: *7068 {
  	//
  	//	The order of the uvs is given by the UVIndex property.
  	function parse_Data_ByPolygonVertex_IndexToDirect( node, indices, itemSize ) {
  
  		var res = [];
  
  		for ( var i = 0; i < indices.length; ++ i ) {
  
  			for ( var j = 0; j < itemSize; ++ j ) {
  
  				res.push( node[ ( indices[ i ] * itemSize ) + j ] );
  
  			}
  
  		}
  
  		return res;
  
  	}
  
  
  	// what want:　normal per vertex, order vertice
  	// i have: normal per polygon
  	// i have: indice per polygon
  	parse_Data_ByPolygonVertex_Direct = function ( node, indices, strides, itemSize ) {
  
  		// *21204 > 3573
  		// Geometry: 690680816, "Geometry::", "Mesh" {
  		//  Vertices: *3573 {
  		//  PolygonVertexIndex: *7068 {
  
  		var tmp = [];
  		var currentIndex = 0;
  
  		// first: sort to per vertex
  		for ( var i = 0; i < indices.length; ++ i ) {
  
  			tmp[ indices[ i ] ] = [];
  
  			// TODO: duped entry? blend or something?
  			for ( var s = 0; s < itemSize; ++ s ) {
  
  				tmp[ indices[ i ] ][ s ] = node[ currentIndex + s ];
  
  			}
  
  			currentIndex += itemSize;
  
  		}
  
  		// second: expand x,y,z into serial array
  		var res = [];
  		for ( var jj = 0; jj < tmp.length; ++ jj ) {
  
  			if ( tmp[ jj ] === undefined ) {
  
  				continue;
  
  			}
  
  			for ( var t = 0; t < itemSize; ++ t ) {
  
  				if ( tmp[ jj ][ t ] === undefined ) {
  
  					continue;
  
  				}
  				res.push( tmp[ jj ][ t ] );
  
  			}
  
  		}
  
  		return res;
  
  	};
  
  	// convert from by polygon(vert) data into by verts data
  	function mapByPolygonVertexToByVertex( data, indices, stride ) {
  
  		var tmp = {};
  		var res = [];
  		var max = 0;
  
  		for ( var i = 0; i < indices.length; ++ i ) {
  
  			if ( indices[ i ] in tmp ) {
  
  				continue;
  
  			}
  
  			tmp[ indices[ i ] ] = {};
  
  			for ( var j = 0; j < stride; ++ j ) {
  
  				tmp[ indices[ i ] ][ j ] = data[ i * stride + j ];
  
  			}
  
  			max = max < indices[ i ] ? indices[ i ] : max;
  
  		}
  
  		try {
  
  			for ( i = 0; i <= max; i ++ ) {
  
  				for ( var s = 0; s < stride; s ++ ) {
  
  					res.push( tmp[ i ][ s ] );
  
  				}
  
  			}
  
  		} catch ( e ) {
  			//console.log( max );
  			//console.log( tmp );
  			//console.log( i );
  			//console.log( e );
  		}
  
  		return res;
  
  	}
  
  	// AUTODESK uses broken clock. i guess
  	var FBXTimeToSeconds = function ( adskTime ) {
  
  		return adskTime / 46186158000;
  
  	};
  
  	degToRad = function ( degrees ) {
  
  		return degrees * Math.PI / 180;
  
  	};
  
  	radToDeg = function ( radians ) {
  
  		return radians * 180 / Math.PI;
  
  	};
  
  	quatFromVec = function ( x, y, z ) {
  
  		var euler = new THREE.Euler( x, y, z, 'ZYX' );
  		var quat = new THREE.Quaternion();
  		quat.setFromEuler( euler );
  
  		return quat;
  
  	};
  
  
  	// extend Array.prototype ?  ....uuuh
  	toInt = function ( arr ) {
  
  		return arr.map( function ( element ) {
  
  			return parseInt( element );
  
  		} );
  
  	};
  
  	toFloat = function ( arr ) {
  
  		return arr.map( function ( element ) {
  
  			return parseFloat( element );
  
  		} );
  
  	};
  
  	toRad = function ( arr ) {
  
  		return arr.map( function ( element ) {
  
  			return degToRad( element );
  
  		} );
  
  	};
  
  	toMat44 = function ( arr ) {
  
  		var mat = new THREE.Matrix4();
  		mat.set(
  			arr[ 0 ], arr[ 4 ], arr[ 8 ], arr[ 12 ],
  			arr[ 1 ], arr[ 5 ], arr[ 9 ], arr[ 13 ],
  			arr[ 2 ], arr[ 6 ], arr[ 10 ], arr[ 14 ],
  			arr[ 3 ], arr[ 7 ], arr[ 11 ], arr[ 15 ]
  		);
  
  		/*
  		mat.set(
  			arr[ 0], arr[ 1], arr[ 2], arr[ 3],
  			arr[ 4], arr[ 5], arr[ 6], arr[ 7],
  			arr[ 8], arr[ 9], arr[10], arr[11],
  			arr[12], arr[13], arr[14], arr[15]
  		);
  		// */
  
  		return mat;
  
  	};
  
  } )();
  