text: /**
   * @author Kyle-Larson https://github.com/Kyle-Larson
   * @author Takahiro https://github.com/takahirox
   * @author Lewy Blue https://github.com/looeee
   *
   * 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/
   */
  
  
  THREE.FBXLoader = ( function () {
  
  	var fbxTree;
  	var connections;
  	var sceneGraph;
  
  	function FBXLoader( manager ) {
  
  		THREE.Loader.call( this, manager );
  
  	}
  
  	FBXLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  
  		constructor: FBXLoader,
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			var self = this;
  
  			var path = ( self.path === '' ) ? THREE.LoaderUtils.extractUrlBase( url ) : self.path;
  
  			var loader = new THREE.FileLoader( this.manager );
  			loader.setPath( self.path );
  			loader.setResponseType( 'arraybuffer' );
  
  			loader.load( url, function ( buffer ) {
  
  				try {
  
  					onLoad( self.parse( buffer, path ) );
  
  				} catch ( error ) {
  
  					setTimeout( function () {
  
  						if ( onError ) onError( error );
  
  						self.manager.itemError( url );
  
  					}, 0 );
  
  				}
  
  			}, onProgress, onError );
  
  		},
  
  		parse: function ( FBXBuffer, path ) {
  
  			if ( isFbxFormatBinary( FBXBuffer ) ) {
  
  				fbxTree = new BinaryParser().parse( FBXBuffer );
  
  			} else {
  
  				var FBXText = convertArrayBufferToString( FBXBuffer );
  
  				if ( ! isFbxFormatASCII( FBXText ) ) {
  
  					throw new Error( 'THREE.FBXLoader: Unknown format.' );
  
  				}
  
  				if ( getFbxVersion( FBXText ) < 7000 ) {
  
  					throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  
  				}
  
  				fbxTree = new TextParser().parse( FBXText );
  
  			}
  
  			// console.log( fbxTree );
  
  			var textureLoader = new THREE.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 THREE.Group
  	function FBXTreeParser( textureLoader, manager ) {
  
  		this.textureLoader = textureLoader;
  		this.manager = manager;
  
  	}
  
  	FBXTreeParser.prototype = {
  
  		constructor: FBXTreeParser,
  
  		parse: function () {
  
  			connections = this.parseConnections();
  
  			var images = this.parseImages();
  			var textures = this.parseTextures( images );
  			var materials = this.parseMaterials( textures );
  			var deformers = this.parseDeformers();
  			var 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: function () {
  
  			var connectionMap = new Map();
  
  			if ( 'Connections' in fbxTree ) {
  
  				var rawConnections = fbxTree.Connections.connections;
  
  				rawConnections.forEach( function ( rawConnection ) {
  
  					var fromID = rawConnection[ 0 ];
  					var toID = rawConnection[ 1 ];
  					var relationship = rawConnection[ 2 ];
  
  					if ( ! connectionMap.has( fromID ) ) {
  
  						connectionMap.set( fromID, {
  							parents: [],
  							children: []
  						} );
  
  					}
  
  					var parentRelationship = { ID: toID, relationship: relationship };
  					connectionMap.get( fromID ).parents.push( parentRelationship );
  
  					if ( ! connectionMap.has( toID ) ) {
  
  						connectionMap.set( toID, {
  							parents: [],
  							children: []
  						} );
  
  					}
  
  					var 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: function () {
  
  			var images = {};
  			var blobs = {};
  
  			if ( 'Video' in fbxTree.Objects ) {
  
  				var videoNodes = fbxTree.Objects.Video;
  
  				for ( var nodeID in videoNodes ) {
  
  					var videoNode = videoNodes[ nodeID ];
  
  					var id = parseInt( nodeID );
  
  					images[ id ] = videoNode.RelativeFilename || videoNode.Filename;
  
  					// raw image data is in videoNode.Content
  					if ( 'Content' in videoNode ) {
  
  						var arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
  						var base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );
  
  						if ( arrayBufferContent || base64Content ) {
  
  							var image = this.parseImage( videoNodes[ nodeID ] );
  
  							blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;
  
  						}
  
  					}
  
  				}
  
  			}
  
  			for ( var id in images ) {
  
  				var 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: function ( videoNode ) {
  
  			var content = videoNode.Content;
  			var fileName = videoNode.RelativeFilename || videoNode.Filename;
  			var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  
  			var 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
  
  				var 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: function ( images ) {
  
  			var textureMap = new Map();
  
  			if ( 'Texture' in fbxTree.Objects ) {
  
  				var textureNodes = fbxTree.Objects.Texture;
  				for ( var nodeID in textureNodes ) {
  
  					var texture = this.parseTexture( textureNodes[ nodeID ], images );
  					textureMap.set( parseInt( nodeID ), texture );
  
  				}
  
  			}
  
  			return textureMap;
  
  		},
  
  		// Parse individual node in FBXTree.Objects.Texture
  		parseTexture: function ( textureNode, images ) {
  
  			var texture = this.loadTexture( textureNode, images );
  
  			texture.ID = textureNode.id;
  
  			texture.name = textureNode.attrName;
  
  			var wrapModeU = textureNode.WrapModeU;
  			var wrapModeV = textureNode.WrapModeV;
  
  			var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  			var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  
  			// http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  			// 0: repeat(default), 1: clamp
  
  			texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  			texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  
  			if ( 'Scaling' in textureNode ) {
  
  				var 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 THREE.TextureLoader
  		loadTexture: function ( textureNode, images ) {
  
  			var fileName;
  
  			var currentPath = this.textureLoader.path;
  
  			var 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 );
  
  				}
  
  			}
  
  			var texture;
  
  			var extension = textureNode.FileName.slice( - 3 ).toLowerCase();
  
  			if ( extension === 'tga' ) {
  
  				var loader = this.manager.getHandler( '.tga' );
  
  				if ( loader === null ) {
  
  					console.warn( 'FBXLoader: TGA loader not found, creating placeholder texture for', textureNode.RelativeFilename );
  					texture = new THREE.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 THREE.Texture();
  
  			} else {
  
  				texture = this.textureLoader.load( fileName );
  
  			}
  
  			this.textureLoader.setPath( currentPath );
  
  			return texture;
  
  		},
  
  		// Parse nodes in FBXTree.Objects.Material
  		parseMaterials: function ( textureMap ) {
  
  			var materialMap = new Map();
  
  			if ( 'Material' in fbxTree.Objects ) {
  
  				var materialNodes = fbxTree.Objects.Material;
  
  				for ( var nodeID in materialNodes ) {
  
  					var 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: function ( materialNode, textureMap ) {
  
  			var ID = materialNode.id;
  			var name = materialNode.attrName;
  			var 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;
  
  			var parameters = this.parseParameters( materialNode, textureMap, ID );
  
  			var material;
  
  			switch ( type.toLowerCase() ) {
  
  				case 'phong':
  					material = new THREE.MeshPhongMaterial();
  					break;
  				case 'lambert':
  					material = new THREE.MeshLambertMaterial();
  					break;
  				default:
  					console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  					material = new THREE.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: function ( materialNode, textureMap, ID ) {
  
  			var parameters = {};
  
  			if ( materialNode.BumpFactor ) {
  
  				parameters.bumpScale = materialNode.BumpFactor.value;
  
  			}
  			if ( materialNode.Diffuse ) {
  
  				parameters.color = new THREE.Color().fromArray( materialNode.Diffuse.value );
  
  			} else if ( materialNode.DiffuseColor && materialNode.DiffuseColor.type === 'Color' ) {
  
  				// The blender exporter exports diffuse here instead of in materialNode.Diffuse
  				parameters.color = new THREE.Color().fromArray( materialNode.DiffuseColor.value );
  
  			}
  
  			if ( materialNode.DisplacementFactor ) {
  
  				parameters.displacementScale = materialNode.DisplacementFactor.value;
  
  			}
  
  			if ( materialNode.Emissive ) {
  
  				parameters.emissive = new THREE.Color().fromArray( materialNode.Emissive.value );
  
  			} else if ( materialNode.EmissiveColor && materialNode.EmissiveColor.type === 'Color' ) {
  
  				// The blender exporter exports emissive color here instead of in materialNode.Emissive
  				parameters.emissive = new THREE.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 THREE.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 THREE.Color().fromArray( materialNode.SpecularColor.value );
  
  			}
  
  			var self = this;
  			connections.get( ID ).children.forEach( function ( child ) {
  
  				var type = child.relationship;
  
  				switch ( type ) {
  
  					case 'Bump':
  						parameters.bumpMap = self.getTexture( textureMap, child.ID );
  						break;
  
  					case 'Maya|TEX_ao_map':
  						parameters.aoMap = self.getTexture( textureMap, child.ID );
  						break;
  
  					case 'DiffuseColor':
  					case 'Maya|TEX_color_map':
  						parameters.map = self.getTexture( textureMap, child.ID );
  						parameters.map.encoding = THREE.sRGBEncoding;
  						break;
  
  					case 'DisplacementColor':
  						parameters.displacementMap = self.getTexture( textureMap, child.ID );
  						break;
  
  					case 'EmissiveColor':
  						parameters.emissiveMap = self.getTexture( textureMap, child.ID );
  						parameters.emissiveMap.encoding = THREE.sRGBEncoding;
  						break;
  
  					case 'NormalMap':
  					case 'Maya|TEX_normal_map':
  						parameters.normalMap = self.getTexture( textureMap, child.ID );
  						break;
  
  					case 'ReflectionColor':
  						parameters.envMap = self.getTexture( textureMap, child.ID );
  						parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  						parameters.envMap.encoding = THREE.sRGBEncoding;
  						break;
  
  					case 'SpecularColor':
  						parameters.specularMap = self.getTexture( textureMap, child.ID );
  						parameters.specularMap.encoding = THREE.sRGBEncoding;
  						break;
  
  					case 'TransparentColor':
  						parameters.alphaMap = self.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: function ( 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: function () {
  
  			var skeletons = {};
  			var morphTargets = {};
  
  			if ( 'Deformer' in fbxTree.Objects ) {
  
  				var DeformerNodes = fbxTree.Objects.Deformer;
  
  				for ( var nodeID in DeformerNodes ) {
  
  					var deformerNode = DeformerNodes[ nodeID ];
  
  					var relationships = connections.get( parseInt( nodeID ) );
  
  					if ( deformerNode.attrType === 'Skin' ) {
  
  						var 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' ) {
  
  						var 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: function ( relationships, deformerNodes ) {
  
  			var rawBones = [];
  
  			relationships.children.forEach( function ( child ) {
  
  				var boneNode = deformerNodes[ child.ID ];
  
  				if ( boneNode.attrType !== 'Cluster' ) return;
  
  				var rawBone = {
  
  					ID: child.ID,
  					indices: [],
  					weights: [],
  					transformLink: new THREE.Matrix4().fromArray( boneNode.TransformLink.a ),
  					// transform: new THREE.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: function ( relationships, deformerNodes ) {
  
  			var rawMorphTargets = [];
  
  			for ( var i = 0; i < relationships.children.length; i ++ ) {
  
  				var child = relationships.children[ i ];
  
  				var morphTargetNode = deformerNodes[ child.ID ];
  
  				var 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 THREE.Group() to be returned by the loader
  		parseScene: function ( deformers, geometryMap, materialMap ) {
  
  			sceneGraph = new THREE.Group();
  
  			var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );
  
  			var modelNodes = fbxTree.Objects.Model;
  
  			var self = this;
  			modelMap.forEach( function ( model ) {
  
  				var modelNode = modelNodes[ model.ID ];
  				self.setLookAtProperties( model, modelNode );
  
  				var parentConnections = connections.get( model.ID ).parents;
  
  				parentConnections.forEach( function ( connection ) {
  
  					var 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.parentMatrixWorld = node.parent.matrix;
  
  					var transform = generateTransform( node.userData.transformData );
  
  					node.applyMatrix( transform );
  
  				}
  
  			} );
  
  			var 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: function ( skeletons, geometryMap, materialMap ) {
  
  			var modelMap = new Map();
  			var modelNodes = fbxTree.Objects.Model;
  
  			for ( var nodeID in modelNodes ) {
  
  				var id = parseInt( nodeID );
  				var node = modelNodes[ nodeID ];
  				var relationships = connections.get( id );
  
  				var 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 THREE.Bone();
  							break;
  						case 'Null':
  						default:
  							model = new THREE.Group();
  							break;
  
  					}
  
  					model.name = node.attrName ? THREE.PropertyBinding.sanitizeNodeName( node.attrName ) : '';
  
  					model.ID = id;
  
  				}
  
  				this.getTransformData( model, node );
  				modelMap.set( id, model );
  
  			}
  
  			return modelMap;
  
  		},
  
  		buildSkeleton: function ( relationships, skeletons, id, name ) {
  
  			var bone = null;
  
  			relationships.parents.forEach( function ( parent ) {
  
  				for ( var ID in skeletons ) {
  
  					var skeleton = skeletons[ ID ];
  
  					skeleton.rawBones.forEach( function ( rawBone, i ) {
  
  						if ( rawBone.ID === parent.ID ) {
  
  							var subBone = bone;
  							bone = new THREE.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 ? THREE.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 THREE.PerspectiveCamera or THREE.OrthographicCamera
  		createCamera: function ( relationships ) {
  
  			var model;
  			var cameraAttribute;
  
  			relationships.children.forEach( function ( child ) {
  
  				var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
  
  				if ( attr !== undefined ) {
  
  					cameraAttribute = attr;
  
  				}
  
  			} );
  
  			if ( cameraAttribute === undefined ) {
  
  				model = new THREE.Object3D();
  
  			} else {
  
  				var type = 0;
  				if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  
  					type = 1;
  
  				}
  
  				var nearClippingPlane = 1;
  				if ( cameraAttribute.NearPlane !== undefined ) {
  
  					nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  
  				}
  
  				var farClippingPlane = 1000;
  				if ( cameraAttribute.FarPlane !== undefined ) {
  
  					farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  
  				}
  
  
  				var width = window.innerWidth;
  				var height = window.innerHeight;
  
  				if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  
  					width = cameraAttribute.AspectWidth.value;
  					height = cameraAttribute.AspectHeight.value;
  
  				}
  
  				var aspect = width / height;
  
  				var fov = 45;
  				if ( cameraAttribute.FieldOfView !== undefined ) {
  
  					fov = cameraAttribute.FieldOfView.value;
  
  				}
  
  				var focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;
  
  				switch ( type ) {
  
  					case 0: // Perspective
  						model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  						if ( focalLength !== null ) model.setFocalLength( focalLength );
  						break;
  
  					case 1: // Orthographic
  						model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  						break;
  
  					default:
  						console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  						model = new THREE.Object3D();
  						break;
  
  				}
  
  			}
  
  			return model;
  
  		},
  
  		// Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
  		createLight: function ( relationships ) {
  
  			var model;
  			var lightAttribute;
  
  			relationships.children.forEach( function ( child ) {
  
  				var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
  
  				if ( attr !== undefined ) {
  
  					lightAttribute = attr;
  
  				}
  
  			} );
  
  			if ( lightAttribute === undefined ) {
  
  				model = new THREE.Object3D();
  
  			} else {
  
  				var type;
  
  				// LightType can be undefined for Point lights
  				if ( lightAttribute.LightType === undefined ) {
  
  					type = 0;
  
  				} else {
  
  					type = lightAttribute.LightType.value;
  
  				}
  
  				var color = 0xffffff;
  
  				if ( lightAttribute.Color !== undefined ) {
  
  					color = new THREE.Color().fromArray( lightAttribute.Color.value );
  
  				}
  
  				var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  
  				// light disabled
  				if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  
  					intensity = 0;
  
  				}
  
  				var 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?
  				var decay = 1;
  
  				switch ( type ) {
  
  					case 0: // Point
  						model = new THREE.PointLight( color, intensity, distance, decay );
  						break;
  
  					case 1: // Directional
  						model = new THREE.DirectionalLight( color, intensity );
  						break;
  
  					case 2: // Spot
  						var angle = Math.PI / 3;
  
  						if ( lightAttribute.InnerAngle !== undefined ) {
  
  							angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  
  						}
  
  						var 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 = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  							penumbra = Math.max( penumbra, 1 );
  
  						}
  
  						model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  						break;
  
  					default:
  						console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  						model = new THREE.PointLight( color, intensity );
  						break;
  
  				}
  
  				if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  
  					model.castShadow = true;
  
  				}
  
  			}
  
  			return model;
  
  		},
  
  		createMesh: function ( relationships, geometryMap, materialMap ) {
  
  			var model;
  			var geometry = null;
  			var material = null;
  			var 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 THREE.MeshPhongMaterial( { color: 0xcccccc } );
  				materials.push( material );
  
  			}
  
  			if ( 'color' in geometry.attributes ) {
  
  				materials.forEach( function ( material ) {
  
  					material.vertexColors = THREE.VertexColors;
  
  				} );
  
  			}
  
  			if ( geometry.FBX_Deformer ) {
  
  				materials.forEach( function ( material ) {
  
  					material.skinning = true;
  
  				} );
  
  				model = new THREE.SkinnedMesh( geometry, material );
  				model.normalizeSkinWeights();
  
  			} else {
  
  				model = new THREE.Mesh( geometry, material );
  
  			}
  
  			return model;
  
  		},
  
  		createCurve: function ( relationships, geometryMap ) {
  
  			var 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.
  			var material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
  			return new THREE.Line( geometry, material );
  
  		},
  
  		// parse the model node for transform data
  		getTransformData: function ( model, modelNode ) {
  
  			var 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: function ( model, modelNode ) {
  
  			if ( 'LookAtProperty' in modelNode ) {
  
  				var children = connections.get( model.ID ).children;
  
  				children.forEach( function ( child ) {
  
  					if ( child.relationship === 'LookAtProperty' ) {
  
  						var lookAtTarget = fbxTree.Objects.Model[ child.ID ];
  
  						if ( 'Lcl_Translation' in lookAtTarget ) {
  
  							var 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 THREE.Vector3().fromArray( pos ) );
  
  							}
  
  						}
  
  					}
  
  				} );
  
  			}
  
  		},
  
  		bindSkeleton: function ( skeletons, geometryMap, modelMap ) {
  
  			var bindMatrices = this.parsePoseNodes();
  
  			for ( var ID in skeletons ) {
  
  				var skeleton = skeletons[ ID ];
  
  				var parents = connections.get( parseInt( skeleton.ID ) ).parents;
  
  				parents.forEach( function ( parent ) {
  
  					if ( geometryMap.has( parent.ID ) ) {
  
  						var geoID = parent.ID;
  						var geoRelationships = connections.get( geoID );
  
  						geoRelationships.parents.forEach( function ( geoConnParent ) {
  
  							if ( modelMap.has( geoConnParent.ID ) ) {
  
  								var model = modelMap.get( geoConnParent.ID );
  
  								model.bind( new THREE.Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );
  
  							}
  
  						} );
  
  					}
  
  				} );
  
  			}
  
  		},
  
  		parsePoseNodes: function () {
  
  			var bindMatrices = {};
  
  			if ( 'Pose' in fbxTree.Objects ) {
  
  				var BindPoseNode = fbxTree.Objects.Pose;
  
  				for ( var nodeID in BindPoseNode ) {
  
  					if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  
  						var poseNodes = BindPoseNode[ nodeID ].PoseNode;
  
  						if ( Array.isArray( poseNodes ) ) {
  
  							poseNodes.forEach( function ( poseNode ) {
  
  								bindMatrices[ poseNode.Node ] = new THREE.Matrix4().fromArray( poseNode.Matrix.a );
  
  							} );
  
  						} else {
  
  							bindMatrices[ poseNodes.Node ] = new THREE.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: function () {
  
  			if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {
  
  				var ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
  				var r = ambientColor[ 0 ];
  				var g = ambientColor[ 1 ];
  				var b = ambientColor[ 2 ];
  
  				if ( r !== 0 || g !== 0 || b !== 0 ) {
  
  					var color = new THREE.Color( r, g, b );
  					sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  
  				}
  
  			}
  
  		},
  
  		setupMorphMaterials: function () {
  
  			var self = 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 ) {
  
  								self.setupMorphMaterial( child, material, i );
  
  							} );
  
  						} else {
  
  							self.setupMorphMaterial( child, child.material );
  
  						}
  
  					}
  
  				}
  
  			} );
  
  		},
  
  		setupMorphMaterial: function ( child, material, index ) {
  
  			var uuid = child.uuid;
  			var matUuid = material.uuid;
  
  			// if a geometry has morph targets, it cannot share the material with other geometries
  			var 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 ) {
  
  				var 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
  	function GeometryParser() {}
  
  	GeometryParser.prototype = {
  
  		constructor: GeometryParser,
  
  		// Parse nodes in FBXTree.Objects.Geometry
  		parse: function ( deformers ) {
  
  			var geometryMap = new Map();
  
  			if ( 'Geometry' in fbxTree.Objects ) {
  
  				var geoNodes = fbxTree.Objects.Geometry;
  
  				for ( var nodeID in geoNodes ) {
  
  					var relationships = connections.get( parseInt( nodeID ) );
  					var geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );
  
  					geometryMap.set( parseInt( nodeID ), geo );
  
  				}
  
  			}
  
  			return geometryMap;
  
  		},
  
  		// Parse single node in FBXTree.Objects.Geometry
  		parseGeometry: function ( 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: function ( relationships, geoNode, deformers ) {
  
  			var skeletons = deformers.skeletons;
  			var morphTargets = [];
  
  			var 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;
  
  			var 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
  			var modelNode = modelNodes[ 0 ];
  
  			var 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;
  
  			var transform = generateTransform( transformData );
  
  			return this.genGeometry( geoNode, skeleton, morphTargets, transform );
  
  		},
  
  		// Generate a THREE.BufferGeometry from a node in FBXTree.Objects.Geometry
  		genGeometry: function ( geoNode, skeleton, morphTargets, preTransform ) {
  
  			var geo = new THREE.BufferGeometry();
  			if ( geoNode.attrName ) geo.name = geoNode.attrName;
  
  			var geoInfo = this.parseGeoNode( geoNode, skeleton );
  			var buffers = this.genBuffers( geoInfo );
  
  			var positionAttribute = new THREE.Float32BufferAttribute( buffers.vertex, 3 );
  
  			positionAttribute.applyMatrix4( preTransform );
  
  			geo.setAttribute( 'position', positionAttribute );
  
  			if ( buffers.colors.length > 0 ) {
  
  				geo.setAttribute( 'color', new THREE.Float32BufferAttribute( buffers.colors, 3 ) );
  
  			}
  
  			if ( skeleton ) {
  
  				geo.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( buffers.weightsIndices, 4 ) );
  
  				geo.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffers.vertexWeights, 4 ) );
  
  				// used later to bind the skeleton to the model
  				geo.FBX_Deformer = skeleton;
  
  			}
  
  			if ( buffers.normal.length > 0 ) {
  
  				var normalMatrix = new THREE.Matrix3().getNormalMatrix( preTransform );
  
  				var normalAttribute = new THREE.Float32BufferAttribute( buffers.normal, 3 );
  				normalAttribute.applyNormalMatrix( normalMatrix );
  
  				geo.setAttribute( 'normal', normalAttribute );
  
  			}
  
  			buffers.uvs.forEach( function ( uvBuffer, i ) {
  
  				// subsequent uv buffers are called 'uv1', 'uv2', ...
  				var name = 'uv' + ( i + 1 ).toString();
  
  				// the first uv buffer is just called 'uv'
  				if ( i === 0 ) {
  
  					name = 'uv';
  
  				}
  
  				geo.setAttribute( name, new THREE.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.
  				var prevMaterialIndex = buffers.materialIndex[ 0 ];
  				var 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 ) {
  
  					var lastGroup = geo.groups[ geo.groups.length - 1 ];
  					var 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: function ( geoNode, skeleton ) {
  
  			var 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 = [];
  
  				var i = 0;
  				while ( geoNode.LayerElementUV[ i ] ) {
  
  					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: function ( geoInfo ) {
  
  			var buffers = {
  				vertex: [],
  				normal: [],
  				colors: [],
  				uvs: [],
  				materialIndex: [],
  				vertexWeights: [],
  				weightsIndices: [],
  			};
  
  			var polygonIndex = 0;
  			var faceLength = 0;
  			var displayedWeightsWarning = false;
  
  			// these will hold data for a single face
  			var facePositionIndexes = [];
  			var faceNormals = [];
  			var faceColors = [];
  			var faceUVs = [];
  			var faceWeights = [];
  			var faceWeightIndices = [];
  
  			var self = this;
  			geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
  
  				var 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;
  
  				}
  
  				var weightIndices = [];
  				var weights = [];
  
  				facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  
  				if ( geoInfo.color ) {
  
  					var 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;
  
  						}
  
  						var wIndex = [ 0, 0, 0, 0 ];
  						var Weight = [ 0, 0, 0, 0 ];
  
  						weights.forEach( function ( weight, weightIndex ) {
  
  							var currentWeight = weight;
  							var currentIndex = weightIndices[ weightIndex ];
  
  							Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  
  								if ( currentWeight > comparedWeight ) {
  
  									comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  									currentWeight = comparedWeight;
  
  									var tmp = wIndex[ comparedWeightIndex ];
  									wIndex[ comparedWeightIndex ] = currentIndex;
  									currentIndex = tmp;
  
  								}
  
  							} );
  
  						} );
  
  						weightIndices = wIndex;
  						weights = Weight;
  
  					}
  
  					// if the weight array is shorter than 4 pad with 0s
  					while ( weights.length < 4 ) {
  
  						weights.push( 0 );
  						weightIndices.push( 0 );
  
  					}
  
  					for ( var i = 0; i < 4; ++ i ) {
  
  						faceWeights.push( weights[ i ] );
  						faceWeightIndices.push( weightIndices[ i ] );
  
  					}
  
  				}
  
  				if ( geoInfo.normal ) {
  
  					var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );
  
  					faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  
  				}
  
  				if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  
  					var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];
  
  				}
  
  				if ( geoInfo.uv ) {
  
  					geoInfo.uv.forEach( function ( uv, i ) {
  
  						var 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 ) {
  
  					self.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: function ( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {
  
  			for ( var 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: function ( parentGeo, parentGeoNode, morphTargets, preTransform ) {
  
  			if ( morphTargets.length === 0 ) return;
  
  			parentGeo.morphTargetsRelative = true;
  
  			parentGeo.morphAttributes.position = [];
  			// parentGeo.morphAttributes.normal = []; // not implemented
  
  			var self = this;
  			morphTargets.forEach( function ( morphTarget ) {
  
  				morphTarget.rawTargets.forEach( function ( rawTarget ) {
  
  					var morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];
  
  					if ( morphGeoNode !== undefined ) {
  
  						self.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: function ( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {
  
  			var vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];
  
  			var morphPositionsSparse = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
  			var indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];
  
  			var length = parentGeo.attributes.position.count * 3;
  			var morphPositions = new Float32Array( length );
  
  			for ( var i = 0; i < indices.length; i ++ ) {
  
  				var 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
  			var morphGeoInfo = {
  				vertexIndices: vertexIndices,
  				vertexPositions: morphPositions,
  
  			};
  
  			var morphBuffers = this.genBuffers( morphGeoInfo );
  
  			var positionAttribute = new THREE.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: function ( NormalNode ) {
  
  			var mappingType = NormalNode.MappingInformationType;
  			var referenceType = NormalNode.ReferenceInformationType;
  			var buffer = NormalNode.Normals.a;
  			var 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: function ( UVNode ) {
  
  			var mappingType = UVNode.MappingInformationType;
  			var referenceType = UVNode.ReferenceInformationType;
  			var buffer = UVNode.UV.a;
  			var 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: function ( ColorNode ) {
  
  			var mappingType = ColorNode.MappingInformationType;
  			var referenceType = ColorNode.ReferenceInformationType;
  			var buffer = ColorNode.Colors.a;
  			var 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: function ( MaterialNode ) {
  
  			var mappingType = MaterialNode.MappingInformationType;
  			var referenceType = MaterialNode.ReferenceInformationType;
  
  			if ( mappingType === 'NoMappingInformation' ) {
  
  				return {
  					dataSize: 1,
  					buffer: [ 0 ],
  					indices: [ 0 ],
  					mappingType: 'AllSame',
  					referenceType: referenceType
  				};
  
  			}
  
  			var 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.
  			var materialIndices = [];
  
  			for ( var 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: function ( geoNode ) {
  
  			if ( THREE.NURBSCurve === undefined ) {
  
  				console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  				return new THREE.BufferGeometry();
  
  			}
  
  			var order = parseInt( geoNode.Order );
  
  			if ( isNaN( order ) ) {
  
  				console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );
  				return new THREE.BufferGeometry();
  
  			}
  
  			var degree = order - 1;
  
  			var knots = geoNode.KnotVector.a;
  			var controlPoints = [];
  			var pointsValues = geoNode.Points.a;
  
  			for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  
  				controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  
  			}
  
  			var startKnot, endKnot;
  
  			if ( geoNode.Form === 'Closed' ) {
  
  				controlPoints.push( controlPoints[ 0 ] );
  
  			} else if ( geoNode.Form === 'Periodic' ) {
  
  				startKnot = degree;
  				endKnot = knots.length - 1 - startKnot;
  
  				for ( var i = 0; i < degree; ++ i ) {
  
  					controlPoints.push( controlPoints[ i ] );
  
  				}
  
  			}
  
  			var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  			var vertices = curve.getPoints( controlPoints.length * 7 );
  
  			var positions = new Float32Array( vertices.length * 3 );
  
  			vertices.forEach( function ( vertex, i ) {
  
  				vertex.toArray( positions, i * 3 );
  
  			} );
  
  			var geometry = new THREE.BufferGeometry();
  			geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  
  			return geometry;
  
  		},
  
  	};
  
  	// parse animation data from FBXTree
  	function AnimationParser() {}
  
  	AnimationParser.prototype = {
  
  		constructor: AnimationParser,
  
  		// take raw animation clips and turn them into three.js animation clips
  		parse: function () {
  
  			var animationClips = [];
  
  			var rawClips = this.parseClips();
  
  			if ( rawClips !== undefined ) {
  
  				for ( var key in rawClips ) {
  
  					var rawClip = rawClips[ key ];
  
  					var clip = this.addClip( rawClip );
  
  					animationClips.push( clip );
  
  				}
  
  			}
  
  			return animationClips;
  
  		},
  
  		parseClips: function () {
  
  			// 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;
  
  			var curveNodesMap = this.parseAnimationCurveNodes();
  
  			this.parseAnimationCurves( curveNodesMap );
  
  			var layersMap = this.parseAnimationLayers( curveNodesMap );
  			var 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: function () {
  
  			var rawCurveNodes = fbxTree.Objects.AnimationCurveNode;
  
  			var curveNodesMap = new Map();
  
  			for ( var nodeID in rawCurveNodes ) {
  
  				var rawCurveNode = rawCurveNodes[ nodeID ];
  
  				if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {
  
  					var 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: function ( curveNodesMap ) {
  
  			var 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 ( var nodeID in rawCurves ) {
  
  				var animationCurve = {
  
  					id: rawCurves[ nodeID ].id,
  					times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
  					values: rawCurves[ nodeID ].KeyValueFloat.a,
  
  				};
  
  				var relationships = connections.get( animationCurve.id );
  
  				if ( relationships !== undefined ) {
  
  					var animationCurveID = relationships.parents[ 0 ].ID;
  					var 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: function ( curveNodesMap ) {
  
  			var rawLayers = fbxTree.Objects.AnimationLayer;
  
  			var layersMap = new Map();
  
  			for ( var nodeID in rawLayers ) {
  
  				var layerCurveNodes = [];
  
  				var connection = connections.get( parseInt( nodeID ) );
  
  				if ( connection !== undefined ) {
  
  					// all the animationCurveNodes used in the layer
  					var children = connection.children;
  
  					children.forEach( function ( child, i ) {
  
  						if ( curveNodesMap.has( child.ID ) ) {
  
  							var 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 ) {
  
  									var modelID = connections.get( child.ID ).parents.filter( function ( parent ) {
  
  										return parent.relationship !== undefined;
  
  									} )[ 0 ].ID;
  
  									if ( modelID !== undefined ) {
  
  										var rawModel = fbxTree.Objects.Model[ modelID.toString() ];
  
  										var node = {
  
  											modelName: rawModel.attrName ? THREE.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 THREE.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 ) {
  
  									var deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {
  
  										return parent.relationship !== undefined;
  
  									} )[ 0 ].ID;
  
  									var morpherID = connections.get( deformerID ).parents[ 0 ].ID;
  									var geoID = connections.get( morpherID ).parents[ 0 ].ID;
  
  									// assuming geometry is not used in more than one model
  									var modelID = connections.get( geoID ).parents[ 0 ].ID;
  
  									var rawModel = fbxTree.Objects.Model[ modelID ];
  
  									var node = {
  
  										modelName: rawModel.attrName ? THREE.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 THREE.AnimationClip
  		parseAnimStacks: function ( layersMap ) {
  
  			var rawStacks = fbxTree.Objects.AnimationStack;
  
  			// connect the stacks (clips) up to the layers
  			var rawClips = {};
  
  			for ( var nodeID in rawStacks ) {
  
  				var 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.' );
  
  				}
  
  				var layer = layersMap.get( children[ 0 ].ID );
  
  				rawClips[ nodeID ] = {
  
  					name: rawStacks[ nodeID ].attrName,
  					layer: layer,
  
  				};
  
  			}
  
  			return rawClips;
  
  		},
  
  		addClip: function ( rawClip ) {
  
  			var tracks = [];
  
  			var self = this;
  			rawClip.layer.forEach( function ( rawTracks ) {
  
  				tracks = tracks.concat( self.generateTracks( rawTracks ) );
  
  			} );
  
  			return new THREE.AnimationClip( rawClip.name, - 1, tracks );
  
  		},
  
  		generateTracks: function ( rawTracks ) {
  
  			var tracks = [];
  
  			var initialPosition = new THREE.Vector3();
  			var initialRotation = new THREE.Quaternion();
  			var initialScale = new THREE.Vector3();
  
  			if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );
  
  			initialPosition = initialPosition.toArray();
  			initialRotation = new THREE.Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();
  			initialScale = initialScale.toArray();
  
  			if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {
  
  				var 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 ) {
  
  				var 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 ) {
  
  				var scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );
  				if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
  
  			}
  
  			if ( rawTracks.DeformPercent !== undefined ) {
  
  				var morphTrack = this.generateMorphTrack( rawTracks );
  				if ( morphTrack !== undefined ) tracks.push( morphTrack );
  
  			}
  
  			return tracks;
  
  		},
  
  		generateVectorTrack: function ( modelName, curves, initialValue, type ) {
  
  			var times = this.getTimesForAllAxes( curves );
  			var values = this.getKeyframeTrackValues( times, curves, initialValue );
  
  			return new THREE.VectorKeyframeTrack( modelName + '.' + type, times, values );
  
  		},
  
  		generateRotationTrack: function ( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {
  
  			if ( curves.x !== undefined ) {
  
  				this.interpolateRotations( curves.x );
  				curves.x.values = curves.x.values.map( THREE.Math.degToRad );
  
  			}
  			if ( curves.y !== undefined ) {
  
  				this.interpolateRotations( curves.y );
  				curves.y.values = curves.y.values.map( THREE.Math.degToRad );
  
  			}
  			if ( curves.z !== undefined ) {
  
  				this.interpolateRotations( curves.z );
  				curves.z.values = curves.z.values.map( THREE.Math.degToRad );
  
  			}
  
  			var times = this.getTimesForAllAxes( curves );
  			var values = this.getKeyframeTrackValues( times, curves, initialValue );
  
  			if ( preRotation !== undefined ) {
  
  				preRotation = preRotation.map( THREE.Math.degToRad );
  				preRotation.push( eulerOrder );
  
  				preRotation = new THREE.Euler().fromArray( preRotation );
  				preRotation = new THREE.Quaternion().setFromEuler( preRotation );
  
  			}
  
  			if ( postRotation !== undefined ) {
  
  				postRotation = postRotation.map( THREE.Math.degToRad );
  				postRotation.push( eulerOrder );
  
  				postRotation = new THREE.Euler().fromArray( postRotation );
  				postRotation = new THREE.Quaternion().setFromEuler( postRotation ).inverse();
  
  			}
  
  			var quaternion = new THREE.Quaternion();
  			var euler = new THREE.Euler();
  
  			var quaternionValues = [];
  
  			for ( var 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 THREE.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
  
  		},
  
  		generateMorphTrack: function ( rawTracks ) {
  
  			var curves = rawTracks.DeformPercent.curves.morph;
  			var values = curves.values.map( function ( val ) {
  
  				return val / 100;
  
  			} );
  
  			var morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];
  
  			return new THREE.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: function ( curves ) {
  
  			var 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 and remove duplicates
  			times = times.sort( function ( a, b ) {
  
  				return a - b;
  
  			} ).filter( function ( elem, index, array ) {
  
  				return array.indexOf( elem ) == index;
  
  			} );
  
  			return times;
  
  		},
  
  		getKeyframeTrackValues: function ( times, curves, initialValue ) {
  
  			var prevValue = initialValue;
  
  			var values = [];
  
  			var xIndex = - 1;
  			var yIndex = - 1;
  			var 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 ) {
  
  					var 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 ) {
  
  					var yValue = curves.y.values[ yIndex ];
  					values.push( yValue );
  					prevValue[ 1 ] = yValue;
  
  				} else {
  
  					values.push( prevValue[ 1 ] );
  
  				}
  
  				if ( zIndex !== - 1 ) {
  
  					var 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: function ( curve ) {
  
  			for ( var i = 1; i < curve.values.length; i ++ ) {
  
  				var initialValue = curve.values[ i - 1 ];
  				var valuesSpan = curve.values[ i ] - initialValue;
  
  				var absoluteSpan = Math.abs( valuesSpan );
  
  				if ( absoluteSpan >= 180 ) {
  
  					var numSubIntervals = absoluteSpan / 180;
  
  					var step = valuesSpan / numSubIntervals;
  					var nextValue = initialValue + step;
  
  					var initialTime = curve.times[ i - 1 ];
  					var timeSpan = curve.times[ i ] - initialTime;
  					var interval = timeSpan / numSubIntervals;
  					var nextTime = initialTime + interval;
  
  					var interpolatedTimes = [];
  					var 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
  	function TextParser() {}
  
  	TextParser.prototype = {
  
  		constructor: TextParser,
  
  		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: function ( text ) {
  
  			this.currentIndent = 0;
  
  			this.allNodes = new FBXTree();
  			this.nodeStack = [];
  			this.currentProp = [];
  			this.currentPropName = '';
  
  			var self = this;
  
  			var split = text.split( /[\r\n]+/ );
  
  			split.forEach( function ( line, i ) {
  
  				var matchComment = line.match( /^[\s\t]*;/ );
  				var matchEmpty = line.match( /^[\s\t]*$/ );
  
  				if ( matchComment || matchEmpty ) return;
  
  				var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
  				var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  				var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );
  
  				if ( matchBeginning ) {
  
  					self.parseNodeBegin( line, matchBeginning );
  
  				} else if ( matchProperty ) {
  
  					self.parseNodeProperty( line, matchProperty, split[ ++ i ] );
  
  				} else if ( matchEnd ) {
  
  					self.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
  					self.parseNodePropertyContinued( line );
  
  				}
  
  			} );
  
  			return this.allNodes;
  
  		},
  
  		parseNodeBegin: function ( line, property ) {
  
  			var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  
  			var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
  
  				return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
  
  			} );
  
  			var node = { name: nodeName };
  			var attrs = this.parseNodeAttr( nodeAttrs );
  
  			var 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: function ( attrs ) {
  
  			var id = attrs[ 0 ];
  
  			if ( attrs[ 0 ] !== '' ) {
  
  				id = parseInt( attrs[ 0 ] );
  
  				if ( isNaN( id ) ) {
  
  					id = attrs[ 0 ];
  
  				}
  
  			}
  
  			var name = '', type = '';
  
  			if ( attrs.length > 1 ) {
  
  				name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  				type = attrs[ 2 ];
  
  			}
  
  			return { id: id, name: name, type: type };
  
  		},
  
  		parseNodeProperty: function ( line, property, contentLine ) {
  
  			var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  			var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  
  			// for special case: base64 image data follows "Content: ," line
  			//	Content: ,
  			//	 "/9j/4RDaRXhpZgAATU0A..."
  			if ( propName === 'Content' && propValue === ',' ) {
  
  				propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
  
  			}
  
  			var currentNode = this.getCurrentNode();
  			var parentName = currentNode.name;
  
  			if ( parentName === 'Properties70' ) {
  
  				this.parseNodeSpecialProperty( line, propName, propValue );
  				return;
  
  			}
  
  			// 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 );
  
  				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: function ( line ) {
  
  			var 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: 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 ( prop ) {
  
  				return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  
  			} );
  
  			var innerPropName = props[ 0 ];
  			var innerPropType1 = props[ 1 ];
  			var innerPropType2 = props[ 2 ];
  			var innerPropFlag = props[ 3 ];
  			var 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
  	function BinaryParser() {}
  
  	BinaryParser.prototype = {
  
  		constructor: BinaryParser,
  
  		parse: function ( buffer ) {
  
  			var reader = new BinaryReader( buffer );
  			reader.skip( 23 ); // skip magic 23 bytes
  
  			var version = reader.getUint32();
  
  			console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  
  			var allNodes = new FBXTree();
  
  			while ( ! this.endOfContent( reader ) ) {
  
  				var node = this.parseNode( reader, version );
  				if ( node !== null ) allNodes.add( node.name, node );
  
  			}
  
  			return allNodes;
  
  		},
  
  		// Check if reader has reached the end of content.
  		endOfContent: function ( reader ) {
  
  			// footer size: 160bytes + 16-byte alignment padding
  			// - 16bytes: magic
  			// - padding til 16-byte alignment (at least 1byte?)
  			//	(seems like some exporters embed fixed 15 or 16bytes?)
  			// - 4bytes: magic
  			// - 4bytes: version
  			// - 120bytes: zero
  			// - 16bytes: magic
  			if ( reader.size() % 16 === 0 ) {
  
  				return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  
  			} else {
  
  				return reader.getOffset() + 160 + 16 >= reader.size();
  
  			}
  
  		},
  
  		// recursively parse nodes until the end of the file is reached
  		parseNode: function ( reader, version ) {
  
  			var node = {};
  
  			// The first three data sizes depends on version.
  			var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  			var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  
  			// note: do not remove this even if you get a linter warning as it moves the buffer forward
  			var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  
  			var nameLen = reader.getUint8();
  			var name = reader.getString( nameLen );
  
  			// Regards this node as NULL-record if endOffset is zero
  			if ( endOffset === 0 ) return null;
  
  			var propertyList = [];
  
  			for ( var i = 0; i < numProperties; i ++ ) {
  
  				propertyList.push( this.parseProperty( reader ) );
  
  			}
  
  			// Regards the first three elements in propertyList as id, attrName, and attrType
  			var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  			var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  			var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  
  			// 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() ) {
  
  				var 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: function ( name, node, subNode ) {
  
  			// special case: child node is single property
  			if ( subNode.singleProperty === true ) {
  
  				var 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' ) {
  
  				var 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' ) {
  
  				var keys = Object.keys( subNode );
  
  				keys.forEach( function ( key ) {
  
  					node[ key ] = subNode[ key ];
  
  				} );
  
  			} else if ( name === 'Properties70' && subNode.name === 'P' ) {
  
  				var innerPropName = subNode.propertyList[ 0 ];
  				var innerPropType1 = subNode.propertyList[ 1 ];
  				var innerPropType2 = subNode.propertyList[ 2 ];
  				var innerPropFlag = subNode.propertyList[ 3 ];
  				var innerPropValue;
  
  				if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  				if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  
  				if ( innerPropType1 === '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: function ( reader ) {
  
  			var type = reader.getString( 1 );
  
  			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':
  					var length = reader.getUint32();
  					return reader.getArrayBuffer( length );
  
  				case 'S':
  					var length = reader.getUint32();
  					return reader.getString( length );
  
  				case 'Y':
  					return reader.getInt16();
  
  				case 'b':
  				case 'c':
  				case 'd':
  				case 'f':
  				case 'i':
  				case 'l':
  
  					var arrayLength = reader.getUint32();
  					var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  					var 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 Zlib === 'undefined' ) {
  
  						console.error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  
  					}
  
  					var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  					var reader2 = new BinaryReader( inflate.decompress().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 );
  
  			}
  
  		}
  
  	};
  
  	function BinaryReader( buffer, littleEndian ) {
  
  		this.dv = new DataView( buffer );
  		this.offset = 0;
  		this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  
  	}
  
  	BinaryReader.prototype = {
  
  		constructor: BinaryReader,
  
  		getOffset: function () {
  
  			return this.offset;
  
  		},
  
  		size: function () {
  
  			return this.dv.buffer.byteLength;
  
  		},
  
  		skip: function ( length ) {
  
  			this.offset += length;
  
  		},
  
  		// seems like true/false representation depends on exporter.
  		// true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  		// then sees LSB.
  		getBoolean: function () {
  
  			return ( this.getUint8() & 1 ) === 1;
  
  		},
  
  		getBooleanArray: function ( size ) {
  
  			var a = [];
  
  			for ( var i = 0; i < size; i ++ ) {
  
  				a.push( this.getBoolean() );
  
  			}
  
  			return a;
  
  		},
  
  		getUint8: function () {
  
  			var value = this.dv.getUint8( this.offset );
  			this.offset += 1;
  			return value;
  
  		},
  
  		getInt16: function () {
  
  			var value = this.dv.getInt16( this.offset, this.littleEndian );
  			this.offset += 2;
  			return value;
  
  		},
  
  		getInt32: function () {
  
  			var value = this.dv.getInt32( this.offset, this.littleEndian );
  			this.offset += 4;
  			return value;
  
  		},
  
  		getInt32Array: function ( size ) {
  
  			var a = [];
  
  			for ( var i = 0; i < size; i ++ ) {
  
  				a.push( this.getInt32() );
  
  			}
  
  			return a;
  
  		},
  
  		getUint32: function () {
  
  			var value = this.dv.getUint32( this.offset, this.littleEndian );
  			this.offset += 4;
  			return value;
  
  		},
  
  		// 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: function () {
  
  			var low, high;
  
  			if ( this.littleEndian ) {
  
  				low = this.getUint32();
  				high = this.getUint32();
  
  			} else {
  
  				high = this.getUint32();
  				low = this.getUint32();
  
  			}
  
  			// calculate negative value
  			if ( high & 0x80000000 ) {
  
  				high = ~ high & 0xFFFFFFFF;
  				low = ~ low & 0xFFFFFFFF;
  
  				if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  
  				low = ( low + 1 ) & 0xFFFFFFFF;
  
  				return - ( high * 0x100000000 + low );
  
  			}
  
  			return high * 0x100000000 + low;
  
  		},
  
  		getInt64Array: function ( size ) {
  
  			var a = [];
  
  			for ( var i = 0; i < size; i ++ ) {
  
  				a.push( this.getInt64() );
  
  			}
  
  			return a;
  
  		},
  
  		// Note: see getInt64() comment
  		getUint64: function () {
  
  			var low, high;
  
  			if ( this.littleEndian ) {
  
  				low = this.getUint32();
  				high = this.getUint32();
  
  			} else {
  
  				high = this.getUint32();
  				low = this.getUint32();
  
  			}
  
  			return high * 0x100000000 + low;
  
  		},
  
  		getFloat32: function () {
  
  			var value = this.dv.getFloat32( this.offset, this.littleEndian );
  			this.offset += 4;
  			return value;
  
  		},
  
  		getFloat32Array: function ( size ) {
  
  			var a = [];
  
  			for ( var i = 0; i < size; i ++ ) {
  
  				a.push( this.getFloat32() );
  
  			}
  
  			return a;
  
  		},
  
  		getFloat64: function () {
  
  			var value = this.dv.getFloat64( this.offset, this.littleEndian );
  			this.offset += 8;
  			return value;
  
  		},
  
  		getFloat64Array: function ( size ) {
  
  			var a = [];
  
  			for ( var i = 0; i < size; i ++ ) {
  
  				a.push( this.getFloat64() );
  
  			}
  
  			return a;
  
  		},
  
  		getArrayBuffer: function ( size ) {
  
  			var value = this.dv.buffer.slice( this.offset, this.offset + size );
  			this.offset += size;
  			return value;
  
  		},
  
  		getString: function ( size ) {
  
  			// note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead
  			var a = [];
  
  			for ( var i = 0; i < size; i ++ ) {
  
  				a[ i ] = this.getUint8();
  
  			}
  
  			var nullByte = a.indexOf( 0 );
  			if ( nullByte >= 0 ) a = a.slice( 0, nullByte );
  
  			return THREE.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)
  	function FBXTree() {}
  
  	FBXTree.prototype = {
  
  		constructor: FBXTree,
  
  		add: function ( key, val ) {
  
  			this[ key ] = val;
  
  		},
  
  	};
  
  	// ************** UTILITY FUNCTIONS **************
  
  	function isFbxFormatBinary( buffer ) {
  
  		var CORRECT = 'Kaydara FBX Binary  \0';
  
  		return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  
  	}
  
  	function isFbxFormatASCII( text ) {
  
  		var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  
  		var cursor = 0;
  
  		function read( offset ) {
  
  			var result = text[ offset - 1 ];
  			text = text.slice( cursor + offset );
  			cursor ++;
  			return result;
  
  		}
  
  		for ( var i = 0; i < CORRECT.length; ++ i ) {
  
  			var num = read( 1 );
  			if ( num === CORRECT[ i ] ) {
  
  				return false;
  
  			}
  
  		}
  
  		return true;
  
  	}
  
  	function getFbxVersion( text ) {
  
  		var versionRegExp = /FBXVersion: (\d+)/;
  		var match = text.match( versionRegExp );
  		if ( match ) {
  
  			var version = parseInt( match[ 1 ] );
  			return version;
  
  		}
  		throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  
  	}
  
  	// Converts FBX ticks into real time seconds.
  	function convertFBXTimeToSeconds( time ) {
  
  		return time / 46186158000;
  
  	}
  
  	var dataArray = [];
  
  	// extracts the data from the correct position in the FBX array based on indexing type
  	function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  
  		var 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 ];
  
  		var from = index * infoObject.dataSize;
  		var to = from + infoObject.dataSize;
  
  		return slice( dataArray, infoObject.buffer, from, to );
  
  	}
  
  	var tempEuler = new THREE.Euler();
  	var tempVec = new THREE.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 ) {
  
  		var lTranslationM = new THREE.Matrix4();
  		var lPreRotationM = new THREE.Matrix4();
  		var lRotationM = new THREE.Matrix4();
  		var lPostRotationM = new THREE.Matrix4();
  
  		var lScalingM = new THREE.Matrix4();
  		var lScalingPivotM = new THREE.Matrix4();
  		var lScalingOffsetM = new THREE.Matrix4();
  		var lRotationOffsetM = new THREE.Matrix4();
  		var lRotationPivotM = new THREE.Matrix4();
  
  		var lParentGX = new THREE.Matrix4();
  		var lGlobalT = new THREE.Matrix4();
  
  		var inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;
  
  		if ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );
  
  		if ( transformData.preRotation ) {
  
  			var array = transformData.preRotation.map( THREE.Math.degToRad );
  			array.push( transformData.eulerOrder );
  			lPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  
  		}
  
  		if ( transformData.rotation ) {
  
  			var array = transformData.rotation.map( THREE.Math.degToRad );
  			array.push( transformData.eulerOrder );
  			lRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  
  		}
  
  		if ( transformData.postRotation ) {
  
  			var array = transformData.postRotation.map( THREE.Math.degToRad );
  			array.push( transformData.eulerOrder );
  			lPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  
  		}
  
  		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 ) lParentGX = transformData.parentMatrixWorld;
  
  		// Global Rotation
  		var lLRM = lPreRotationM.multiply( lRotationM ).multiply( lPostRotationM );
  		var lParentGRM = new THREE.Matrix4();
  		lParentGX.extractRotation( lParentGRM );
  
  		// Global Shear*Scaling
  		var lParentTM = new THREE.Matrix4();
  		var lLSM;
  		var lParentGSM;
  		var lParentGRSM;
  
  		lParentTM.copyPosition( lParentGX );
  		lParentGRSM = lParentTM.getInverse( lParentTM ).multiply( lParentGX );
  		lParentGSM = lParentGRM.getInverse( lParentGRM ).multiply( lParentGRSM );
  		lLSM = lScalingM;
  
  		var lGlobalRS;
  		if ( inheritType === 0 ) {
  
  			lGlobalRS = lParentGRM.multiply( lLRM ).multiply( lParentGSM ).multiply( lLSM );
  
  		} else if ( inheritType === 1 ) {
  
  			lGlobalRS = lParentGRM.multiply( lParentGSM ).multiply( lLRM ).multiply( lLSM );
  
  		} else {
  
  			var lParentLSM = new THREE.Matrix4().copy( lScalingM );
  
  			var lParentGSM_noLocal = lParentGSM.multiply( lParentLSM.getInverse( lParentLSM ) );
  
  			lGlobalRS = lParentGRM.multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lLSM );
  
  		}
  
  		// Calculate the local transform matrix
  		var lTransform = lTranslationM.multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM.getInverse( lRotationPivotM ) ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM.getInverse( lScalingPivotM ) );
  
  		var lLocalTWithAllPivotAndOffsetInfo = new THREE.Matrix4().copyPosition( lTransform );
  
  		var lGlobalTranslation = lParentGX.multiply( lLocalTWithAllPivotAndOffsetInfo );
  		lGlobalT.copyPosition( lGlobalTranslation );
  
  		lTransform = lGlobalT.multiply( lGlobalRS );
  
  		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;
  
  		var 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 ) {
  
  		var 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 THREE.LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );
  
  	}
  
  	function append( a, b ) {
  
  		for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  
  			a[ j ] = b[ i ];
  
  		}
  
  	}
  
  	function slice( a, b, from, to ) {
  
  		for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  
  			a[ j ] = b[ i ];
  
  		}
  
  		return a;
  
  	}
  
  	// inject array a2 into array a1 at index
  	function inject( a1, index, a2 ) {
  
  		return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );
  
  	}
  
  	return FBXLoader;
  
  } )();
  