text: /**
   * @author takahiro / https://github.com/takahirox
   *
   * Dependencies
   *  - mmd-parser https://github.com/takahirox/mmd-parser
   *  - TGALoader
   *  - OutlineEffect
   *
   * MMDLoader creates Three.js Objects from MMD resources as
   * PMD, PMX, VMD, and VPD files.
   *
   * PMD/PMX is a model data format, VMD is a motion data format
   * VPD is a posing data format used in MMD(Miku Miku Dance).
   *
   * MMD official site
   *  - http://www.geocities.jp/higuchuu4/index_e.htm
   *
   * PMD, VMD format (in Japanese)
   *  - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
   *
   * PMX format
   *  - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
   *
   * TODO
   *  - light motion in vmd support.
   *  - SDEF support.
   *  - uv/material/bone morphing support.
   *  - more precise grant skinning support.
   *  - shadow support.
   */
  
  import {
  	AddOperation,
  	AnimationClip,
  	Bone,
  	BufferGeometry,
  	Color,
  	CustomBlending,
  	DoubleSide,
  	DstAlphaFactor,
  	Euler,
  	FileLoader,
  	Float32BufferAttribute,
  	FrontSide,
  	Interpolant,
  	Loader,
  	LoaderUtils,
  	MeshToonMaterial,
  	MultiplyOperation,
  	NearestFilter,
  	NumberKeyframeTrack,
  	OneMinusSrcAlphaFactor,
  	Quaternion,
  	QuaternionKeyframeTrack,
  	RepeatWrapping,
  	Skeleton,
  	SkinnedMesh,
  	SphericalReflectionMapping,
  	SrcAlphaFactor,
  	TextureLoader,
  	Uint16BufferAttribute,
  	Vector3,
  	VectorKeyframeTrack
  } from "../../../build/three.module.js";
  import { TGALoader } from "../loaders/TGALoader.js";
  import { MMDParser } from "../libs/mmdparser.module.js";
  
  var MMDLoader = ( function () {
  
  	/**
  	 * @param {THREE.LoadingManager} manager
  	 */
  	function MMDLoader( manager ) {
  
  		Loader.call( this, manager );
  
  		this.loader = new FileLoader( this.manager );
  
  		this.parser = null; // lazy generation
  		this.meshBuilder = new MeshBuilder( this.manager );
  		this.animationBuilder = new AnimationBuilder();
  
  	}
  
  	MMDLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  
  		constructor: MMDLoader,
  
  		/**
  		 * @param {string} animationPath
  		 * @return {MMDLoader}
  		 */
  		setAnimationPath: function ( animationPath ) {
  
  			this.animationPath = animationPath;
  			return this;
  
  		},
  
  		// Load MMD assets as Three.js Object
  
  		/**
  		 * Loads Model file (.pmd or .pmx) as a SkinnedMesh.
  		 *
  		 * @param {string} url - url to Model(.pmd or .pmx) file
  		 * @param {function} onLoad
  		 * @param {function} onProgress
  		 * @param {function} onError
  		 */
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			var builder = this.meshBuilder.setCrossOrigin( this.crossOrigin );
  
  			// resource path
  
  			var resourcePath;
  
  			if ( this.resourcePath !== '' ) {
  
  				resourcePath = this.resourcePath;
  
  			} else if ( this.path !== '' ) {
  
  				resourcePath = this.path;
  
  			} else {
  
  				resourcePath = LoaderUtils.extractUrlBase( url );
  
  			}
  
  			var modelExtension = this._extractExtension( url ).toLowerCase();
  
  			// Should I detect by seeing header?
  			if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) {
  
  				if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) );
  
  				return;
  
  			}
  
  			this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) {
  
  				onLoad(	builder.build( data, resourcePath, onProgress, onError )	);
  
  			}, onProgress, onError );
  
  		},
  
  		/**
  		 * Loads Motion file(s) (.vmd) as a AnimationClip.
  		 * If two or more files are specified, they'll be merged.
  		 *
  		 * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)
  		 * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object
  		 * @param {function} onLoad
  		 * @param {function} onProgress
  		 * @param {function} onError
  		 */
  		loadAnimation: function ( url, object, onLoad, onProgress, onError ) {
  
  			var builder = this.animationBuilder;
  
  			this.loadVMD( url, function ( vmd ) {
  
  				onLoad( object.isCamera
  					? builder.buildCameraAnimation( vmd )
  					: builder.build( vmd, object ) );
  
  			}, onProgress, onError );
  
  		},
  
  		/**
  		 * Loads mode file and motion file(s) as an object containing
  		 * a SkinnedMesh and a AnimationClip.
  		 * Tracks of AnimationClip are fitting to the model.
  		 *
  		 * @param {string} modelUrl - url to Model(.pmd or .pmx) file
  		 * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file
  		 * @param {function} onLoad
  		 * @param {function} onProgress
  		 * @param {function} onError
  		 */
  		loadWithAnimation: function ( modelUrl, vmdUrl, onLoad, onProgress, onError ) {
  
  			var scope = this;
  
  			this.load( modelUrl, function ( mesh ) {
  
  				scope.loadAnimation( vmdUrl, mesh, function ( animation ) {
  
  					onLoad( {
  						mesh: mesh,
  						animation: animation
  					} );
  
  				}, onProgress, onError );
  
  			}, onProgress, onError );
  
  		},
  
  		// Load MMD assets as Object data parsed by MMDParser
  
  		/**
  		 * Loads .pmd file as an Object.
  		 *
  		 * @param {string} url - url to .pmd file
  		 * @param {function} onLoad
  		 * @param {function} onProgress
  		 * @param {function} onError
  		 */
  		loadPMD: function ( url, onLoad, onProgress, onError ) {
  
  			var parser = this._getParser();
  
  			this.loader
  				.setMimeType( undefined )
  				.setPath( this.path )
  				.setResponseType( 'arraybuffer' )
  				.load( url, function ( buffer ) {
  
  					onLoad( parser.parsePmd( buffer, true ) );
  
  				}, onProgress, onError );
  
  		},
  
  		/**
  		 * Loads .pmx file as an Object.
  		 *
  		 * @param {string} url - url to .pmx file
  		 * @param {function} onLoad
  		 * @param {function} onProgress
  		 * @param {function} onError
  		 */
  		loadPMX: function ( url, onLoad, onProgress, onError ) {
  
  			var parser = this._getParser();
  
  			this.loader
  				.setMimeType( undefined )
  				.setPath( this.path )
  				.setResponseType( 'arraybuffer' )
  				.load( url, function ( buffer ) {
  
  					onLoad( parser.parsePmx( buffer, true ) );
  
  				}, onProgress, onError );
  
  		},
  
  		/**
  		 * Loads .vmd file as an Object. If two or more files are specified
  		 * they'll be merged.
  		 *
  		 * @param {string|Array<string>} url - url(s) to .vmd file(s)
  		 * @param {function} onLoad
  		 * @param {function} onProgress
  		 * @param {function} onError
  		 */
  		loadVMD: function ( url, onLoad, onProgress, onError ) {
  
  			var urls = Array.isArray( url ) ? url : [ url ];
  
  			var vmds = [];
  			var vmdNum = urls.length;
  
  			var parser = this._getParser();
  
  			this.loader
  				.setMimeType( undefined )
  				.setPath( this.animationPath )
  				.setResponseType( 'arraybuffer' );
  
  			for ( var i = 0, il = urls.length; i < il; i ++ ) {
  
  				this.loader.load( urls[ i ], function ( buffer ) {
  
  					vmds.push( parser.parseVmd( buffer, true ) );
  
  					if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) );
  
  				}, onProgress, onError );
  
  			}
  
  		},
  
  		/**
  		 * Loads .vpd file as an Object.
  		 *
  		 * @param {string} url - url to .vpd file
  		 * @param {boolean} isUnicode
  		 * @param {function} onLoad
  		 * @param {function} onProgress
  		 * @param {function} onError
  		 */
  		loadVPD: function ( url, isUnicode, onLoad, onProgress, onError ) {
  
  			var parser = this._getParser();
  
  			this.loader
  				.setMimeType( isUnicode ? undefined : 'text/plain; charset=shift_jis' )
  				.setPath( this.animationPath )
  				.setResponseType( 'text' )
  				.load( url, function ( text ) {
  
  					onLoad( parser.parseVpd( text, true ) );
  
  				}, onProgress, onError );
  
  		},
  
  		// private methods
  
  		_extractExtension: function ( url ) {
  
  			var index = url.lastIndexOf( '.' );
  			return index < 0 ? '' : url.slice( index + 1 );
  
  		},
  
  		_getParser: function () {
  
  			if ( this.parser === null ) {
  
  				if ( typeof MMDParser === 'undefined' ) {
  
  					throw new Error( 'THREE.MMDLoader: Import MMDParser https://github.com/takahirox/mmd-parser' );
  
  				}
  
  				this.parser = new MMDParser.Parser();
  
  			}
  
  			return this.parser;
  
  		}
  
  	} );
  
  	// Utilities
  
  	/*
  	 * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
  	 * We don't need to request external toon image files.
  	 * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  	 */
  	var DEFAULT_TOON_TEXTURES = [
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAACMElEQVRYR+2Xv4pTQRTGf2dubhLdICiii2KnYKHVolhauKWPoGAnNr6BD6CvIVaihYuI2i1ia0BY0MZGRHQXjZj/mSPnnskfNWiWZUlzJ5k7M2cm833nO5Mziej2DWWJRUoCpQKlAntSQCqgw39/iUWAGmh37jrRnVsKlgpiqmkoGVABA7E57fvY+pJDdgKqF6HzFCSADkDq+F6AHABtQ+UMVE5D7zXod7fFNhTEckTbj5XQgHzNN+5tQvc5NG7C6BNkp6D3EmpXHDR+dQAjFLchW3VS9rlw3JBh+B7ys5Cf9z0GW1C/7P32AyBAOAz1q4jGliIH3YPuBnSfQX4OGreTIgEYQb/pBDtPnEQ4CivXYPAWBk13oHrB54yA9QuSn2H4AcKRpEILDt0BUzj+RLR1V5EqjD66NPRBVpLcQwjHoHYJOhsQv6U4mnzmrIXJCFr4LDwm/xBUoboG9XX4cc9VKdYoSA2yk5NQLJaKDUjTBoveG3Z2TElTxwjNK4M3LEZgUdDdruvcXzKBpStgp2NPiWi3ks9ZXxIoFVi+AvHLdc9TqtjL3/aYjpPlrzOcEnK62Szhimdd7xX232zFDTgtxezOu3WNMRLjiKgjtOhHVMd1loynVHvOgjuIIJMaELEqhJAV/RCSLbWTcfPFakFgFlALTRRvx+ok6Hlp/Q+v3fmx90bMyUzaEAhmM3KvHlXTL5DxnbGf/1M8RNNACLL5MNtPxP/mypJAqcDSFfgFhpYqWUzhTEAAAAAASUVORK5CYII=',
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  		'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
  	];
  
  	// Builders. They build Three.js object from Object data parsed by MMDParser.
  
  	/**
  	 * @param {THREE.LoadingManager} manager
  	 */
  	function MeshBuilder( manager ) {
  
  		this.geometryBuilder = new GeometryBuilder();
  		this.materialBuilder = new MaterialBuilder( manager );
  
  	}
  
  	MeshBuilder.prototype = {
  
  		constructor: MeshBuilder,
  
  		crossOrigin: 'anonymous',
  
  		/**
  		 * @param {string} crossOrigin
  		 * @return {MeshBuilder}
  		 */
  		setCrossOrigin: function ( crossOrigin ) {
  
  			this.crossOrigin = crossOrigin;
  			return this;
  
  		},
  
  		/**
  		 * @param {Object} data - parsed PMD/PMX data
  		 * @param {string} resourcePath
  		 * @param {function} onProgress
  		 * @param {function} onError
  		 * @return {SkinnedMesh}
  		 */
  		build: function ( data, resourcePath, onProgress, onError ) {
  
  			var geometry = this.geometryBuilder.build( data );
  			var material = this.materialBuilder
  				.setCrossOrigin( this.crossOrigin )
  				.setResourcePath( resourcePath )
  				.build( data, geometry, onProgress, onError );
  
  			var mesh = new SkinnedMesh( geometry, material );
  
  			var skeleton = new Skeleton( initBones( mesh ) );
  			mesh.bind( skeleton );
  
  			// console.log( mesh ); // for console debug
  
  			return mesh;
  
  		}
  
  	};
  
  	// TODO: Try to remove this function
  
  	function initBones( mesh ) {
  
  		var geometry = mesh.geometry;
  
  		var bones = [], bone, gbone;
  		var i, il;
  
  		if ( geometry && geometry.bones !== undefined ) {
  
  			// first, create array of 'Bone' objects from geometry data
  
  			for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
  
  				gbone = geometry.bones[ i ];
  
  				// create new 'Bone' object
  
  				bone = new Bone();
  				bones.push( bone );
  
  				// apply values
  
  				bone.name = gbone.name;
  				bone.position.fromArray( gbone.pos );
  				bone.quaternion.fromArray( gbone.rotq );
  				if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
  
  			}
  
  			// second, create bone hierarchy
  
  			for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
  
  				gbone = geometry.bones[ i ];
  
  				if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
  
  					// subsequent bones in the hierarchy
  
  					bones[ gbone.parent ].add( bones[ i ] );
  
  				} else {
  
  					// topmost bone, immediate child of the skinned mesh
  
  					mesh.add( bones[ i ] );
  
  				}
  
  			}
  
  		}
  
  		// now the bones are part of the scene graph and children of the skinned mesh.
  		// let's update the corresponding matrices
  
  		mesh.updateMatrixWorld( true );
  
  		return bones;
  
  	}
  
  	//
  
  	function GeometryBuilder() {
  
  	}
  
  	GeometryBuilder.prototype = {
  
  		constructor: GeometryBuilder,
  
  		/**
  		 * @param {Object} data - parsed PMD/PMX data
  		 * @return {BufferGeometry}
  		 */
  		build: function ( data ) {
  
  			// for geometry
  			var positions = [];
  			var uvs = [];
  			var normals = [];
  
  			var indices = [];
  
  			var groups = [];
  
  			var bones = [];
  			var skinIndices = [];
  			var skinWeights = [];
  
  			var morphTargets = [];
  			var morphPositions = [];
  
  			var iks = [];
  			var grants = [];
  
  			var rigidBodies = [];
  			var constraints = [];
  
  			// for work
  			var offset = 0;
  			var boneTypeTable = {};
  
  			// positions, normals, uvs, skinIndices, skinWeights
  
  			for ( var i = 0; i < data.metadata.vertexCount; i ++ ) {
  
  				var v = data.vertices[ i ];
  
  				for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  
  					positions.push( v.position[ j ] );
  
  				}
  
  				for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  
  					normals.push( v.normal[ j ] );
  
  				}
  
  				for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  
  					uvs.push( v.uv[ j ] );
  
  				}
  
  				for ( var j = 0; j < 4; j ++ ) {
  
  					skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  
  				}
  
  				for ( var j = 0; j < 4; j ++ ) {
  
  					skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  
  				}
  
  			}
  
  			// indices
  
  			for ( var i = 0; i < data.metadata.faceCount; i ++ ) {
  
  				var face = data.faces[ i ];
  
  				for ( var j = 0, jl = face.indices.length; j < jl; j ++ ) {
  
  					indices.push( face.indices[ j ] );
  
  				}
  
  			}
  
  			// groups
  
  			for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
  
  				var material = data.materials[ i ];
  
  				groups.push( {
  					offset: offset * 3,
  					count: material.faceCount * 3
  				} );
  
  				offset += material.faceCount;
  
  			}
  
  			// bones
  
  			for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
  
  				var body = data.rigidBodies[ i ];
  				var value = boneTypeTable[ body.boneIndex ];
  
  				// keeps greater number if already value is set without any special reasons
  				value = value === undefined ? body.type : Math.max( body.type, value );
  
  				boneTypeTable[ body.boneIndex ] = value;
  
  			}
  
  			for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  
  				var boneData = data.bones[ i ];
  
  				var bone = {
  					parent: boneData.parentIndex,
  					name: boneData.name,
  					pos: boneData.position.slice( 0, 3 ),
  					rotq: [ 0, 0, 0, 1 ],
  					scl: [ 1, 1, 1 ],
  					rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1
  				};
  
  				if ( bone.parent !== - 1 ) {
  
  					bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ];
  					bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ];
  					bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ];
  
  				}
  
  				bones.push( bone );
  
  			}
  
  			// iks
  
  			// TODO: remove duplicated codes between PMD and PMX
  			if ( data.metadata.format === 'pmd' ) {
  
  				for ( var i = 0; i < data.metadata.ikCount; i ++ ) {
  
  					var ik = data.iks[ i ];
  
  					var param = {
  						target: ik.target,
  						effector: ik.effector,
  						iteration: ik.iteration,
  						maxAngle: ik.maxAngle * 4,
  						links: []
  					};
  
  					for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  
  						var link = {};
  						link.index = ik.links[ j ].index;
  						link.enabled = true;
  
  						if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  
  							link.limitation = new Vector3( 1.0, 0.0, 0.0 );
  
  						}
  
  						param.links.push( link );
  
  					}
  
  					iks.push( param );
  
  				}
  
  			} else {
  
  				for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  
  					var ik = data.bones[ i ].ik;
  
  					if ( ik === undefined ) continue;
  
  					var param = {
  						target: i,
  						effector: ik.effector,
  						iteration: ik.iteration,
  						maxAngle: ik.maxAngle,
  						links: []
  					};
  
  					for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  
  						var link = {};
  						link.index = ik.links[ j ].index;
  						link.enabled = true;
  
  						if ( ik.links[ j ].angleLimitation === 1 ) {
  
  							// Revert if rotationMin/Max doesn't work well
  							// link.limitation = new Vector3( 1.0, 0.0, 0.0 );
  
  							var rotationMin = ik.links[ j ].lowerLimitationAngle;
  							var rotationMax = ik.links[ j ].upperLimitationAngle;
  
  							// Convert Left to Right coordinate by myself because
  							// MMDParser doesn't convert. It's a MMDParser's bug
  
  							var tmp1 = - rotationMax[ 0 ];
  							var tmp2 = - rotationMax[ 1 ];
  							rotationMax[ 0 ] = - rotationMin[ 0 ];
  							rotationMax[ 1 ] = - rotationMin[ 1 ];
  							rotationMin[ 0 ] = tmp1;
  							rotationMin[ 1 ] = tmp2;
  
  							link.rotationMin = new Vector3().fromArray( rotationMin );
  							link.rotationMax = new Vector3().fromArray( rotationMax );
  
  						}
  
  						param.links.push( link );
  
  					}
  
  					iks.push( param );
  
  				}
  
  			}
  
  			// grants
  
  			if ( data.metadata.format === 'pmx' ) {
  
  				for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  
  					var boneData = data.bones[ i ];
  					var grant = boneData.grant;
  
  					if ( grant === undefined ) continue;
  
  					var param = {
  						index: i,
  						parentIndex: grant.parentIndex,
  						ratio: grant.ratio,
  						isLocal: grant.isLocal,
  						affectRotation: grant.affectRotation,
  						affectPosition: grant.affectPosition,
  						transformationClass: boneData.transformationClass
  					};
  
  					grants.push( param );
  
  				}
  
  				grants.sort( function ( a, b ) {
  
  					return a.transformationClass - b.transformationClass;
  
  				} );
  
  			}
  
  			// morph
  
  			function updateAttributes( attribute, morph, ratio ) {
  
  				for ( var i = 0; i < morph.elementCount; i ++ ) {
  
  					var element = morph.elements[ i ];
  
  					var index;
  
  					if ( data.metadata.format === 'pmd' ) {
  
  						index = data.morphs[ 0 ].elements[ element.index ].index;
  
  					} else {
  
  						index = element.index;
  
  					}
  
  					attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio;
  					attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio;
  					attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio;
  
  				}
  
  			}
  
  			for ( var i = 0; i < data.metadata.morphCount; i ++ ) {
  
  				var morph = data.morphs[ i ];
  				var params = { name: morph.name };
  
  				var attribute = new Float32BufferAttribute( data.metadata.vertexCount * 3, 3 );
  				attribute.name = morph.name;
  
  				for ( var j = 0; j < data.metadata.vertexCount * 3; j ++ ) {
  
  					attribute.array[ j ] = positions[ j ];
  
  				}
  
  				if ( data.metadata.format === 'pmd' ) {
  
  					if ( i !== 0 ) {
  
  						updateAttributes( attribute, morph, 1.0 );
  
  					}
  
  				} else {
  
  					if ( morph.type === 0 ) { // group
  
  						for ( var j = 0; j < morph.elementCount; j ++ ) {
  
  							var morph2 = data.morphs[ morph.elements[ j ].index ];
  							var ratio = morph.elements[ j ].ratio;
  
  							if ( morph2.type === 1 ) {
  
  								updateAttributes( attribute, morph2, ratio );
  
  							} else {
  
  								// TODO: implement
  
  							}
  
  						}
  
  					} else if ( morph.type === 1 ) { // vertex
  
  						updateAttributes( attribute, morph, 1.0 );
  
  					} else if ( morph.type === 2 ) { // bone
  
  						// TODO: implement
  
  					} else if ( morph.type === 3 ) { // uv
  
  						// TODO: implement
  
  					} else if ( morph.type === 4 ) { // additional uv1
  
  						// TODO: implement
  
  					} else if ( morph.type === 5 ) { // additional uv2
  
  						// TODO: implement
  
  					} else if ( morph.type === 6 ) { // additional uv3
  
  						// TODO: implement
  
  					} else if ( morph.type === 7 ) { // additional uv4
  
  						// TODO: implement
  
  					} else if ( morph.type === 8 ) { // material
  
  						// TODO: implement
  
  					}
  
  				}
  
  				morphTargets.push( params );
  				morphPositions.push( attribute );
  
  			}
  
  			// rigid bodies from rigidBodies field.
  
  			for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
  
  				var rigidBody = data.rigidBodies[ i ];
  				var params = {};
  
  				for ( var key in rigidBody ) {
  
  					params[ key ] = rigidBody[ key ];
  
  				}
  
  				/*
  				 * RigidBody position parameter in PMX seems global position
  				 * while the one in PMD seems offset from corresponding bone.
  				 * So unify being offset.
  				 */
  				if ( data.metadata.format === 'pmx' ) {
  
  					if ( params.boneIndex !== - 1 ) {
  
  						var bone = data.bones[ params.boneIndex ];
  						params.position[ 0 ] -= bone.position[ 0 ];
  						params.position[ 1 ] -= bone.position[ 1 ];
  						params.position[ 2 ] -= bone.position[ 2 ];
  
  					}
  
  				}
  
  				rigidBodies.push( params );
  
  			}
  
  			// constraints from constraints field.
  
  			for ( var i = 0; i < data.metadata.constraintCount; i ++ ) {
  
  				var constraint = data.constraints[ i ];
  				var params = {};
  
  				for ( var key in constraint ) {
  
  					params[ key ] = constraint[ key ];
  
  				}
  
  				var bodyA = rigidBodies[ params.rigidBodyIndex1 ];
  				var bodyB = rigidBodies[ params.rigidBodyIndex2 ];
  
  				// Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  				if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  
  					if ( bodyA.boneIndex !== - 1 && bodyB.boneIndex !== - 1 &&
  					     data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  
  						bodyB.type = 1;
  
  					}
  
  				}
  
  				constraints.push( params );
  
  			}
  
  			// build BufferGeometry.
  
  			var geometry = new BufferGeometry();
  
  			geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  			geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  			geometry.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  			geometry.addAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
  			geometry.addAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
  			geometry.setIndex( indices );
  
  			for ( var i = 0, il = groups.length; i < il; i ++ ) {
  
  				geometry.addGroup( groups[ i ].offset, groups[ i ].count, i );
  
  			}
  
  			geometry.bones = bones;
  
  			geometry.morphTargets = morphTargets;
  			geometry.morphAttributes.position = morphPositions;
  
  			geometry.userData.MMD = {
  				bones: bones,
  				iks: iks,
  				grants: grants,
  				rigidBodies: rigidBodies,
  				constraints: constraints,
  				format: data.metadata.format
  			};
  
  			geometry.computeBoundingSphere();
  
  			return geometry;
  
  		}
  
  	};
  
  	//
  
  	/**
  	 * @param {THREE.LoadingManager} manager
  	 */
  	function MaterialBuilder( manager ) {
  
  		this.manager = manager;
  
  		this.textureLoader = new TextureLoader( this.manager );
  		this.tgaLoader = null; // lazy generation
  
  	}
  
  	MaterialBuilder.prototype = {
  
  		constructor: MaterialBuilder,
  
  		crossOrigin: 'anonymous',
  
  		resourcePath: undefined,
  
  		/**
  		 * @param {string} crossOrigin
  		 * @return {MaterialBuilder}
  		 */
  		setCrossOrigin: function ( crossOrigin ) {
  
  			this.crossOrigin = crossOrigin;
  			return this;
  
  		},
  
  		/**
  		 * @param {string} resourcePath
  		 * @return {MaterialBuilder}
  		 */
  		setResourcePath: function ( resourcePath ) {
  
  			this.resourcePath = resourcePath;
  			return this;
  
  		},
  
  		/**
  		 * @param {Object} data - parsed PMD/PMX data
  		 * @param {BufferGeometry} geometry - some properties are dependend on geometry
  		 * @param {function} onProgress
  		 * @param {function} onError
  		 * @return {Array<MeshToonMaterial>}
  		 */
  		build: function ( data, geometry /*, onProgress, onError */ ) {
  
  			var materials = [];
  
  			var textures = {};
  
  			this.textureLoader.setCrossOrigin( this.crossOrigin );
  
  			// materials
  
  			for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
  
  				var material = data.materials[ i ];
  
  				var params = { userData: {} };
  
  				if ( material.name !== undefined ) params.name = material.name;
  
  				/*
  				 * Color
  				 *
  				 * MMD         MeshToonMaterial
  				 * diffuse  -  color
  				 * specular -  specular
  				 * ambient  -  emissive * a
  				 *               (a = 1.0 without map texture or 0.2 with map texture)
  				 *
  				 * MeshToonMaterial doesn't have ambient. Set it to emissive instead.
  				 * It'll be too bright if material has map texture so using coef 0.2.
  				 */
  				params.color = new Color().fromArray( material.diffuse );
  				params.opacity = material.diffuse[ 3 ];
  				params.specular = new Color().fromArray( material.specular );
  				params.emissive = new Color().fromArray( material.ambient );
  				params.shininess = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  				params.transparent = params.opacity !== 1.0;
  
  				//
  
  				params.skinning = geometry.bones.length > 0 ? true : false;
  				params.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  				params.fog = true;
  
  				// blend
  
  				params.blending = CustomBlending;
  				params.blendSrc = SrcAlphaFactor;
  				params.blendDst = OneMinusSrcAlphaFactor;
  				params.blendSrcAlpha = SrcAlphaFactor;
  				params.blendDstAlpha = DstAlphaFactor;
  
  				// side
  
  				if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {
  
  					params.side = DoubleSide;
  
  				} else {
  
  					params.side = params.opacity === 1.0 ? FrontSide : DoubleSide;
  
  				}
  
  				if ( data.metadata.format === 'pmd' ) {
  
  					// map, envMap
  
  					if ( material.fileName ) {
  
  						var fileName = material.fileName;
  						var fileNames = fileName.split( '*' );
  
  						// fileNames[ 0 ]: mapFileName
  						// fileNames[ 1 ]: envMapFileName( optional )
  
  						params.map = this._loadTexture( fileNames[ 0 ], textures );
  
  						if ( fileNames.length > 1 ) {
  
  							var extension = fileNames[ 1 ].slice( - 4 ).toLowerCase();
  
  							params.envMap = this._loadTexture(
  								fileNames[ 1 ],
  								textures,
  								{ sphericalReflectionMapping: true }
  							);
  
  							params.combine = extension === '.sph'
  								? MultiplyOperation
  								: AddOperation;
  
  						}
  
  					}
  
  					// gradientMap
  
  					var toonFileName = ( material.toonIndex === - 1 )
  						? 'toon00.bmp'
  						: data.toonTextures[ material.toonIndex ].fileName;
  
  					params.gradientMap = this._loadTexture(
  						toonFileName,
  						textures,
  						{
  							isToonTexture: true,
  							isDefaultToonTexture: this._isDefaultToonTexture( toonFileName )
  						}
  					);
  
  					// parameters for OutlineEffect
  
  					params.userData.outlineParameters = {
  						thickness: material.edgeFlag === 1 ? 0.003 : 0.0,
  						color: [ 0, 0, 0 ],
  						alpha: 1.0,
  						visible: material.edgeFlag === 1
  					};
  
  				} else {
  
  					// map
  
  					if ( material.textureIndex !== - 1 ) {
  
  						params.map = this._loadTexture( data.textures[ material.textureIndex ], textures );
  
  					}
  
  					// envMap TODO: support m.envFlag === 3
  
  					if ( material.envTextureIndex !== - 1 && ( material.envFlag === 1 || material.envFlag == 2 ) ) {
  
  						params.envMap = this._loadTexture(
  							data.textures[ material.envTextureIndex ],
  							textures, { sphericalReflectionMapping: true }
  						);
  
  						params.combine = material.envFlag === 1
  							? MultiplyOperation
  							: AddOperation;
  
  					}
  
  					// gradientMap
  
  					var toonFileName, isDefaultToon;
  
  					if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) {
  
  						toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp';
  						isDefaultToon = true;
  
  					} else {
  
  						toonFileName = data.textures[ material.toonIndex ];
  						isDefaultToon = false;
  
  					}
  
  					params.gradientMap = this._loadTexture(
  						toonFileName,
  						textures,
  						{
  							isToonTexture: true,
  							isDefaultToonTexture: isDefaultToon
  						}
  					);
  
  					// parameters for OutlineEffect
  					params.userData.outlineParameters = {
  						thickness: material.edgeSize / 300, // TODO: better calculation?
  						color: material.edgeColor.slice( 0, 3 ),
  						alpha: material.edgeColor[ 3 ],
  						visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0
  					};
  
  				}
  
  				if ( params.map !== undefined ) {
  
  					if ( ! params.transparent ) {
  
  						this._checkImageTransparency( params.map, geometry, i );
  
  					}
  
  					params.emissive.multiplyScalar( 0.2 );
  
  				}
  
  				materials.push( new MeshToonMaterial( params ) );
  
  			}
  
  			if ( data.metadata.format === 'pmx' ) {
  
  				// set transparent true if alpha morph is defined.
  
  				function checkAlphaMorph( elements, materials ) {
  
  					for ( var i = 0, il = elements.length; i < il; i ++ ) {
  
  						var element = elements[ i ];
  
  						if ( element.index === - 1 ) continue;
  
  						var material = materials[ element.index ];
  
  						if ( material.opacity !== element.diffuse[ 3 ] ) {
  
  							material.transparent = true;
  
  						}
  
  					}
  
  				}
  
  				for ( var i = 0, il = data.morphs.length; i < il; i ++ ) {
  
  					var morph = data.morphs[ i ];
  					var elements = morph.elements;
  
  					if ( morph.type === 0 ) {
  
  						for ( var j = 0, jl = elements.length; j < jl; j ++ ) {
  
  							var morph2 = data.morphs[ elements[ j ].index ];
  
  							if ( morph2.type !== 8 ) continue;
  
  							checkAlphaMorph( morph2.elements, materials );
  
  						}
  
  					} else if ( morph.type === 8 ) {
  
  						checkAlphaMorph( elements, materials );
  
  					}
  
  				}
  
  			}
  
  			return materials;
  
  		},
  
  		// private methods
  
  		_getTGALoader: function () {
  
  			if ( this.tgaLoader === null ) {
  
  				if ( TGALoader === undefined ) {
  
  					throw new Error( 'THREE.MMDLoader: Import TGALoader' );
  
  				}
  
  				this.tgaLoader = new TGALoader( this.manager );
  
  			}
  
  			return this.tgaLoader;
  
  		},
  
  		_isDefaultToonTexture: function ( name ) {
  
  			if ( name.length !== 10 ) return false;
  
  			return /toon(10|0[0-9])\.bmp/.test( name );
  
  		},
  
  		_loadTexture: function ( filePath, textures, params, onProgress, onError ) {
  
  			params = params || {};
  
  			var scope = this;
  
  			var fullPath;
  
  			if ( params.isDefaultToonTexture === true ) {
  
  				var index;
  
  				try {
  
  					index = parseInt( filePath.match( 'toon([0-9]{2})\.bmp$' )[ 1 ] );
  
  				} catch ( e ) {
  
  					console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a '
  						+ 'not right default texture path. Using toon00.bmp instead.' );
  
  					index = 0;
  
  				}
  
  				fullPath = DEFAULT_TOON_TEXTURES[ index ];
  
  			} else {
  
  				fullPath = this.resourcePath + filePath;
  
  			}
  
  			if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ];
  
  			var loader = this.manager.getHandler( fullPath );
  
  			if ( loader === null ) {
  
  				loader = ( filePath.slice( - 4 ).toLowerCase() === '.tga' )
  					? this._getTGALoader()
  					: this.textureLoader;
  
  			}
  
  			var texture = loader.load( fullPath, function ( t ) {
  
  				// MMD toon texture is Axis-Y oriented
  				// but Three.js gradient map is Axis-X oriented.
  				// So here replaces the toon texture image with the rotated one.
  				if ( params.isToonTexture === true ) {
  
  					t.image = scope._getRotatedImage( t.image );
  
  					t.magFilter = NearestFilter;
  					t.minFilter = NearestFilter;
  
  				}
  
  				t.flipY = false;
  				t.wrapS = RepeatWrapping;
  				t.wrapT = RepeatWrapping;
  
  				for ( var i = 0; i < texture.readyCallbacks.length; i ++ ) {
  
  					texture.readyCallbacks[ i ]( texture );
  
  				}
  
  				delete texture.readyCallbacks;
  
  			}, onProgress, onError );
  
  			if ( params.sphericalReflectionMapping === true ) {
  
  				texture.mapping = SphericalReflectionMapping;
  
  			}
  
  			texture.readyCallbacks = [];
  
  			textures[ fullPath ] = texture;
  
  			return texture;
  
  		},
  
  		_getRotatedImage: function ( image ) {
  
  			var canvas = document.createElement( 'canvas' );
  			var context = canvas.getContext( '2d' );
  
  			var width = image.width;
  			var height = image.height;
  
  			canvas.width = width;
  			canvas.height = height;
  
  			context.clearRect( 0, 0, width, height );
  			context.translate( width / 2.0, height / 2.0 );
  			context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
  			context.translate( - width / 2.0, - height / 2.0 );
  			context.drawImage( image, 0, 0 );
  
  			return context.getImageData( 0, 0, width, height );
  
  		},
  
  		// Check if the partial image area used by the texture is transparent.
  		_checkImageTransparency: function ( map, geometry, groupIndex ) {
  
  			map.readyCallbacks.push( function ( texture ) {
  
  				// Is there any efficient ways?
  				function createImageData( image ) {
  
  					var canvas = document.createElement( 'canvas' );
  					canvas.width = image.width;
  					canvas.height = image.height;
  
  					var context = canvas.getContext( '2d' );
  					context.drawImage( image, 0, 0 );
  
  					return context.getImageData( 0, 0, canvas.width, canvas.height );
  
  				}
  
  				function detectImageTransparency( image, uvs, indices ) {
  
  					var width = image.width;
  					var height = image.height;
  					var data = image.data;
  					var threshold = 253;
  
  					if ( data.length / ( width * height ) !== 4 ) return false;
  
  					for ( var i = 0; i < indices.length; i += 3 ) {
  
  						var centerUV = { x: 0.0, y: 0.0 };
  
  						for ( var j = 0; j < 3; j ++ ) {
  
  							var index = indices[ i * 3 + j ];
  							var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  
  							if ( getAlphaByUv( image, uv ) < threshold ) return true;
  
  							centerUV.x += uv.x;
  							centerUV.y += uv.y;
  
  						}
  
  						centerUV.x /= 3;
  						centerUV.y /= 3;
  
  						if ( getAlphaByUv( image, centerUV ) < threshold ) return true;
  
  					}
  
  					return false;
  
  				}
  
  				/*
  				 * This method expects
  				 *   texture.flipY = false
  				 *   texture.wrapS = RepeatWrapping
  				 *   texture.wrapT = RepeatWrapping
  				 * TODO: more precise
  				 */
  				function getAlphaByUv( image, uv ) {
  
  					var width = image.width;
  					var height = image.height;
  
  					var x = Math.round( uv.x * width ) % width;
  					var y = Math.round( uv.y * height ) % height;
  
  					if ( x < 0 ) x += width;
  					if ( y < 0 ) y += height;
  
  					var index = y * width + x;
  
  					return image.data[ index * 4 + 3 ];
  
  				}
  
  				var imageData = texture.image.data !== undefined
  					? texture.image
  					: createImageData( texture.image );
  
  				var group = geometry.groups[ groupIndex ];
  
  				if ( detectImageTransparency(
  					imageData,
  					geometry.attributes.uv.array,
  					geometry.index.array.slice( group.start, group.start + group.count ) ) ) {
  
  					map.transparent = true;
  
  				}
  
  			} );
  
  		}
  
  	};
  
  	//
  
  	function AnimationBuilder() {
  
  	}
  
  	AnimationBuilder.prototype = {
  
  		constructor: AnimationBuilder,
  
  		/**
  		 * @param {Object} vmd - parsed VMD data
  		 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  		 * @return {AnimationClip}
  		 */
  		build: function ( vmd, mesh ) {
  
  			// combine skeletal and morph animations
  
  			var tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks;
  			var tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks;
  
  			for ( var i = 0, il = tracks2.length; i < il; i ++ ) {
  
  				tracks.push( tracks2[ i ] );
  
  			}
  
  			return new AnimationClip( '', - 1, tracks );
  
  		},
  
  		/**
  		 * @param {Object} vmd - parsed VMD data
  		 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  		 * @return {AnimationClip}
  		 */
  		buildSkeletalAnimation: function ( vmd, mesh ) {
  
  			function pushInterpolation( array, interpolation, index ) {
  
  				array.push( interpolation[ index + 0 ] / 127 ); // x1
  				array.push( interpolation[ index + 8 ] / 127 ); // x2
  				array.push( interpolation[ index + 4 ] / 127 ); // y1
  				array.push( interpolation[ index + 12 ] / 127 ); // y2
  
  			}
  
  			var tracks = [];
  
  			var motions = {};
  			var bones = mesh.skeleton.bones;
  			var boneNameDictionary = {};
  
  			for ( var i = 0, il = bones.length; i < il; i ++ ) {
  
  				boneNameDictionary[ bones[ i ].name ] = true;
  
  			}
  
  			for ( var i = 0; i < vmd.metadata.motionCount; i ++ ) {
  
  				var motion = vmd.motions[ i ];
  				var boneName = motion.boneName;
  
  				if ( boneNameDictionary[ boneName ] === undefined ) continue;
  
  				motions[ boneName ] = motions[ boneName ] || [];
  				motions[ boneName ].push( motion );
  
  			}
  
  			for ( var key in motions ) {
  
  				var array = motions[ key ];
  
  				array.sort( function ( a, b ) {
  
  					return a.frameNum - b.frameNum;
  
  				} );
  
  				var times = [];
  				var positions = [];
  				var rotations = [];
  				var pInterpolations = [];
  				var rInterpolations = [];
  
  				var basePosition = mesh.skeleton.getBoneByName( key ).position.toArray();
  
  				for ( var i = 0, il = array.length; i < il; i ++ ) {
  
  					var time = array[ i ].frameNum / 30;
  					var position = array[ i ].position;
  					var rotation = array[ i ].rotation;
  					var interpolation = array[ i ].interpolation;
  
  					times.push( time );
  
  					for ( var j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] );
  					for ( var j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] );
  					for ( var j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j );
  
  					pushInterpolation( rInterpolations, interpolation, 3 );
  
  				}
  
  				var targetName = '.bones[' + key + ']';
  
  				tracks.push( this._createTrack( targetName + '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
  				tracks.push( this._createTrack( targetName + '.quaternion', QuaternionKeyframeTrack, times, rotations, rInterpolations ) );
  
  			}
  
  			return new AnimationClip( '', - 1, tracks );
  
  		},
  
  		/**
  		 * @param {Object} vmd - parsed VMD data
  		 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  		 * @return {AnimationClip}
  		 */
  		buildMorphAnimation: function ( vmd, mesh ) {
  
  			var tracks = [];
  
  			var morphs = {};
  			var morphTargetDictionary = mesh.morphTargetDictionary;
  
  			for ( var i = 0; i < vmd.metadata.morphCount; i ++ ) {
  
  				var morph = vmd.morphs[ i ];
  				var morphName = morph.morphName;
  
  				if ( morphTargetDictionary[ morphName ] === undefined ) continue;
  
  				morphs[ morphName ] = morphs[ morphName ] || [];
  				morphs[ morphName ].push( morph );
  
  			}
  
  			for ( var key in morphs ) {
  
  				var array = morphs[ key ];
  
  				array.sort( function ( a, b ) {
  
  					return a.frameNum - b.frameNum;
  
  				} );
  
  				var times = [];
  				var values = [];
  
  				for ( var i = 0, il = array.length; i < il; i ++ ) {
  
  					times.push( array[ i ].frameNum / 30 );
  					values.push( array[ i ].weight );
  
  				}
  
  				tracks.push( new NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );
  
  			}
  
  			return new AnimationClip( '', - 1, tracks );
  
  		},
  
  		/**
  		 * @param {Object} vmd - parsed VMD data
  		 * @return {AnimationClip}
  		 */
  		buildCameraAnimation: function ( vmd ) {
  
  			function pushVector3( array, vec ) {
  
  				array.push( vec.x );
  				array.push( vec.y );
  				array.push( vec.z );
  
  			}
  
  			function pushQuaternion( array, q ) {
  
  				array.push( q.x );
  				array.push( q.y );
  				array.push( q.z );
  				array.push( q.w );
  
  			}
  
  			function pushInterpolation( array, interpolation, index ) {
  
  				array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  				array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  				array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  				array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  
  			}
  
  			var tracks = [];
  
  			var cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();
  
  			cameras.sort( function ( a, b ) {
  
  				return a.frameNum - b.frameNum;
  
  			} );
  
  			var times = [];
  			var centers = [];
  			var quaternions = [];
  			var positions = [];
  			var fovs = [];
  
  			var cInterpolations = [];
  			var qInterpolations = [];
  			var pInterpolations = [];
  			var fInterpolations = [];
  
  			var quaternion = new Quaternion();
  			var euler = new Euler();
  			var position = new Vector3();
  			var center = new Vector3();
  
  			for ( var i = 0, il = cameras.length; i < il; i ++ ) {
  
  				var motion = cameras[ i ];
  
  				var time = motion.frameNum / 30;
  				var pos = motion.position;
  				var rot = motion.rotation;
  				var distance = motion.distance;
  				var fov = motion.fov;
  				var interpolation = motion.interpolation;
  
  				times.push( time );
  
  				position.set( 0, 0, - distance );
  				center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  
  				euler.set( - rot[ 0 ], - rot[ 1 ], - rot[ 2 ] );
  				quaternion.setFromEuler( euler );
  
  				position.add( center );
  				position.applyQuaternion( quaternion );
  
  				pushVector3( centers, center );
  				pushQuaternion( quaternions, quaternion );
  				pushVector3( positions, position );
  
  				fovs.push( fov );
  
  				for ( var j = 0; j < 3; j ++ ) {
  
  					pushInterpolation( cInterpolations, interpolation, j );
  
  				}
  
  				pushInterpolation( qInterpolations, interpolation, 3 );
  
  				// use the same parameter for x, y, z axis.
  				for ( var j = 0; j < 3; j ++ ) {
  
  					pushInterpolation( pInterpolations, interpolation, 4 );
  
  				}
  
  				pushInterpolation( fInterpolations, interpolation, 5 );
  
  			}
  
  			var tracks = [];
  
  			// I expect an object whose name 'target' exists under THREE.Camera
  			tracks.push( this._createTrack( 'target.position', VectorKeyframeTrack, times, centers, cInterpolations ) );
  
  			tracks.push( this._createTrack( '.quaternion', QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );
  			tracks.push( this._createTrack( '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
  			tracks.push( this._createTrack( '.fov', NumberKeyframeTrack, times, fovs, fInterpolations ) );
  
  			return new AnimationClip( '', - 1, tracks );
  
  		},
  
  		// private method
  
  		_createTrack: function ( node, typedKeyframeTrack, times, values, interpolations ) {
  
  			/*
  			 * optimizes here not to let KeyframeTrackPrototype optimize
  			 * because KeyframeTrackPrototype optimizes times and values but
  			 * doesn't optimize interpolations.
  			 */
  			if ( times.length > 2 ) {
  
  				times = times.slice();
  				values = values.slice();
  				interpolations = interpolations.slice();
  
  				var stride = values.length / times.length;
  				var interpolateStride = interpolations.length / times.length;
  
  				var index = 1;
  
  				for ( var aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  
  					for ( var i = 0; i < stride; i ++ ) {
  
  						if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
  							values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  
  							index ++;
  							break;
  
  						}
  
  					}
  
  					if ( aheadIndex > index ) {
  
  						times[ index ] = times[ aheadIndex ];
  
  						for ( var i = 0; i < stride; i ++ ) {
  
  							values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  
  						}
  
  						for ( var i = 0; i < interpolateStride; i ++ ) {
  
  							interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  
  						}
  
  					}
  
  				}
  
  				times.length = index + 1;
  				values.length = ( index + 1 ) * stride;
  				interpolations.length = ( index + 1 ) * interpolateStride;
  
  			}
  
  			var track = new typedKeyframeTrack( node, times, values );
  
  			track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) {
  
  				return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) );
  
  			};
  
  			return track;
  
  		}
  
  	};
  
  	// interpolation
  
  	function CubicBezierInterpolation( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  
  		Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  
  		this.interpolationParams = params;
  
  	}
  
  	CubicBezierInterpolation.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  
  		constructor: CubicBezierInterpolation,
  
  		interpolate_: function ( i1, t0, t, t1 ) {
  
  			var result = this.resultBuffer;
  			var values = this.sampleValues;
  			var stride = this.valueSize;
  			var params = this.interpolationParams;
  
  			var offset1 = i1 * stride;
  			var offset0 = offset1 - stride;
  
  			// No interpolation if next key frame is in one frame in 30fps.
  			// This is from MMD animation spec.
  			// '1.5' is for precision loss. times are Float32 in Three.js Animation system.
  			var weight1 = ( ( t1 - t0 ) < 1 / 30 * 1.5 ) ? 0.0 : ( t - t0 ) / ( t1 - t0 );
  
  			if ( stride === 4 ) { // Quaternion
  
  				var x1 = params[ i1 * 4 + 0 ];
  				var x2 = params[ i1 * 4 + 1 ];
  				var y1 = params[ i1 * 4 + 2 ];
  				var y2 = params[ i1 * 4 + 3 ];
  
  				var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  
  				Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  
  			} else if ( stride === 3 ) { // Vector3
  
  				for ( var i = 0; i !== stride; ++ i ) {
  
  					var x1 = params[ i1 * 12 + i * 4 + 0 ];
  					var x2 = params[ i1 * 12 + i * 4 + 1 ];
  					var y1 = params[ i1 * 12 + i * 4 + 2 ];
  					var y2 = params[ i1 * 12 + i * 4 + 3 ];
  
  					var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  
  					result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  
  				}
  
  			} else { // Number
  
  				var x1 = params[ i1 * 4 + 0 ];
  				var x2 = params[ i1 * 4 + 1 ];
  				var y1 = params[ i1 * 4 + 2 ];
  				var y2 = params[ i1 * 4 + 3 ];
  
  				var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  
  				result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  
  			}
  
  			return result;
  
  		},
  
  		_calculate: function ( x1, x2, y1, y2, x ) {
  
  			/*
  			 * Cubic Bezier curves
  			 *   https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  			 *
  			 * B(t) = ( 1 - t ) ^ 3 * P0
  			 *      + 3 * ( 1 - t ) ^ 2 * t * P1
  			 *      + 3 * ( 1 - t ) * t^2 * P2
  			 *      + t ^ 3 * P3
  			 *      ( 0 <= t <= 1 )
  			 *
  			 * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  			 *   http://d.hatena.ne.jp/edvakf/20111016/1318716097
  			 *
  			 *    x = ( 1 - t ) ^ 3 * x0
  			 *      + 3 * ( 1 - t ) ^ 2 * t * x1
  			 *      + 3 * ( 1 - t ) * t^2 * x2
  			 *      + t ^ 3 * x3
  			 *    y = ( 1 - t ) ^ 3 * y0
  			 *      + 3 * ( 1 - t ) ^ 2 * t * y1
  			 *      + 3 * ( 1 - t ) * t^2 * y2
  			 *      + t ^ 3 * y3
  			 *      ( x0 = 0, y0 = 0 )
  			 *      ( x3 = 1, y3 = 1 )
  			 *      ( 0 <= t, x1, x2, y1, y2 <= 1 )
  			 *
  			 * Here solves this equation with Bisection method,
  			 *   https://en.wikipedia.org/wiki/Bisection_method
  			 * gets t, and then calculate y.
  			 *
  			 * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  			 *      + 3 * ( 1 - t ) * t^2 * x2
  			 *      + t ^ 3 - x = 0
  			 *
  			 * (Another option: Newton's method
  			 *    https://en.wikipedia.org/wiki/Newton%27s_method)
  			 */
  
  			var c = 0.5;
  			var t = c;
  			var s = 1.0 - t;
  			var loop = 15;
  			var eps = 1e-5;
  			var math = Math;
  
  			var sst3, stt3, ttt;
  
  			for ( var i = 0; i < loop; i ++ ) {
  
  				sst3 = 3.0 * s * s * t;
  				stt3 = 3.0 * s * t * t;
  				ttt = t * t * t;
  
  				var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
  
  				if ( math.abs( ft ) < eps ) break;
  
  				c /= 2.0;
  
  				t += ( ft < 0 ) ? c : - c;
  				s = 1.0 - t;
  
  			}
  
  			return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
  
  		}
  
  	} );
  
  	return MMDLoader;
  
  } )();
  
  export { MMDLoader };
  