text: /**
   * @author Virtulous / https://virtulo.us/
   */
  
  import {
  	Bone,
  	BufferAttribute,
  	BufferGeometry,
  	Color,
  	DefaultLoadingManager,
  	FileLoader,
  	LoaderUtils,
  	Matrix4,
  	Mesh,
  	MeshLambertMaterial,
  	MeshPhongMaterial,
  	Object3D,
  	Quaternion,
  	Skeleton,
  	SkinnedMesh,
  	TextureLoader,
  	Vector3
  } from "../../../build/three.module.js";
  
  var AssimpLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  };
  
  AssimpLoader.prototype = {
  
  	constructor: AssimpLoader,
  
  	crossOrigin: 'anonymous',
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var path = ( scope.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
  
  		var loader = new FileLoader( this.manager );
  		loader.setPath( scope.path );
  		loader.setResponseType( 'arraybuffer' );
  
  		loader.load( url, function ( buffer ) {
  
  			onLoad( scope.parse( buffer, path ) );
  
  		}, onProgress, onError );
  
  	},
  
  	setPath: function ( value ) {
  
  		this.path = value;
  		return this;
  
  	},
  
  	setResourcePath: function ( value ) {
  
  		this.resourcePath = value;
  		return this;
  
  	},
  
  	setCrossOrigin: function ( value ) {
  
  		this.crossOrigin = value;
  		return this;
  
  	},
  
  	parse: function ( buffer, path ) {
  
  		var textureLoader = new TextureLoader( this.manager );
  		textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  
  		var Virtulous = {};
  
  		Virtulous.KeyFrame = function ( time, matrix ) {
  
  			this.time = time;
  			this.matrix = matrix.clone();
  			this.position = new Vector3();
  			this.quaternion = new Quaternion();
  			this.scale = new Vector3( 1, 1, 1 );
  			this.matrix.decompose( this.position, this.quaternion, this.scale );
  			this.clone = function () {
  
  				var n = new Virtulous.KeyFrame( this.time, this.matrix );
  				return n;
  
  			};
  			this.lerp = function ( nextKey, time ) {
  
  				time -= this.time;
  				var dist = ( nextKey.time - this.time );
  				var l = time / dist;
  				var l2 = 1 - l;
  				var keypos = this.position;
  				var keyrot = this.quaternion;
  				//      var keyscl =  key.parentspaceScl || key.scl;
  				var key2pos = nextKey.position;
  				var key2rot = nextKey.quaternion;
  				//  var key2scl =  key2.parentspaceScl || key2.scl;
  				Virtulous.KeyFrame.tempAniPos.x = keypos.x * l2 + key2pos.x * l;
  				Virtulous.KeyFrame.tempAniPos.y = keypos.y * l2 + key2pos.y * l;
  				Virtulous.KeyFrame.tempAniPos.z = keypos.z * l2 + key2pos.z * l;
  				//     tempAniScale.x = keyscl[0] * l2 + key2scl[0] * l;
  				//     tempAniScale.y = keyscl[1] * l2 + key2scl[1] * l;
  				//     tempAniScale.z = keyscl[2] * l2 + key2scl[2] * l;
  				Virtulous.KeyFrame.tempAniQuat.set( keyrot.x, keyrot.y, keyrot.z, keyrot.w );
  				Virtulous.KeyFrame.tempAniQuat.slerp( key2rot, l );
  				return Virtulous.KeyFrame.tempAniMatrix.compose( Virtulous.KeyFrame.tempAniPos, Virtulous.KeyFrame.tempAniQuat, Virtulous.KeyFrame.tempAniScale );
  
  			};
  
  		};
  
  		Virtulous.KeyFrame.tempAniPos = new Vector3();
  		Virtulous.KeyFrame.tempAniQuat = new Quaternion();
  		Virtulous.KeyFrame.tempAniScale = new Vector3( 1, 1, 1 );
  		Virtulous.KeyFrame.tempAniMatrix = new Matrix4();
  		Virtulous.KeyFrameTrack = function () {
  
  			this.keys = [];
  			this.target = null;
  			this.time = 0;
  			this.length = 0;
  			this._accelTable = {};
  			this.fps = 20;
  			this.addKey = function ( key ) {
  
  				this.keys.push( key );
  
  			};
  			this.init = function () {
  
  				this.sortKeys();
  
  				if ( this.keys.length > 0 )
  					this.length = this.keys[ this.keys.length - 1 ].time;
  				else
  					this.length = 0;
  
  				if ( ! this.fps ) return;
  
  				for ( var j = 0; j < this.length * this.fps; j ++ ) {
  
  					for ( var i = 0; i < this.keys.length; i ++ ) {
  
  						if ( this.keys[ i ].time == j ) {
  
  							this._accelTable[ j ] = i;
  							break;
  
  						} else if ( this.keys[ i ].time < j / this.fps && this.keys[ i + 1 ] && this.keys[ i + 1 ].time >= j / this.fps ) {
  
  							this._accelTable[ j ] = i;
  							break;
  
  						}
  
  					}
  
  				}
  
  			};
  
  			this.parseFromThree = function ( data ) {
  
  				var fps = data.fps;
  				this.target = data.node;
  				var track = data.hierarchy[ 0 ].keys;
  				for ( var i = 0; i < track.length; i ++ ) {
  
  					this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].targets[ 0 ].data ) );
  
  				}
  				this.init();
  
  			};
  
  			this.parseFromCollada = function ( data ) {
  
  				var track = data.keys;
  				var fps = this.fps;
  
  				for ( var i = 0; i < track.length; i ++ ) {
  
  					this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].matrix ) );
  
  				}
  
  				this.init();
  
  			};
  
  			this.sortKeys = function () {
  
  				this.keys.sort( this.keySortFunc );
  
  			};
  
  			this.keySortFunc = function ( a, b ) {
  
  				return a.time - b.time;
  
  			};
  
  			this.clone = function () {
  
  				var t = new Virtulous.KeyFrameTrack();
  				t.target = this.target;
  				t.time = this.time;
  				t.length = this.length;
  
  				for ( var i = 0; i < this.keys.length; i ++ ) {
  
  					t.addKey( this.keys[ i ].clone() );
  
  				}
  
  				t.init();
  				return t;
  
  			};
  
  			this.reTarget = function ( root, compareitor ) {
  
  				if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
  				this.target = compareitor( root, this.target );
  
  			};
  
  			this.keySearchAccel = function ( time ) {
  
  				time *= this.fps;
  				time = Math.floor( time );
  				return this._accelTable[ time ] || 0;
  
  			};
  
  			this.setTime = function ( time ) {
  
  				time = Math.abs( time );
  				if ( this.length )
  					time = time % this.length + .05;
  				var key0 = null;
  				var key1 = null;
  
  				for ( var i = this.keySearchAccel( time ); i < this.keys.length; i ++ ) {
  
  					if ( this.keys[ i ].time == time ) {
  
  						key0 = this.keys[ i ];
  						key1 = this.keys[ i ];
  						break;
  
  					} else if ( this.keys[ i ].time < time && this.keys[ i + 1 ] && this.keys[ i + 1 ].time > time ) {
  
  						key0 = this.keys[ i ];
  						key1 = this.keys[ i + 1 ];
  						break;
  
  					} else if ( this.keys[ i ].time < time && i == this.keys.length - 1 ) {
  
  						key0 = this.keys[ i ];
  						key1 = this.keys[ 0 ].clone();
  						key1.time += this.length + .05;
  						break;
  
  					}
  
  				}
  
  				if ( key0 && key1 && key0 !== key1 ) {
  
  					this.target.matrixAutoUpdate = false;
  					this.target.matrix.copy( key0.lerp( key1, time ) );
  					this.target.matrixWorldNeedsUpdate = true;
  					return;
  
  				}
  
  				if ( key0 && key1 && key0 == key1 ) {
  
  					this.target.matrixAutoUpdate = false;
  					this.target.matrix.copy( key0.matrix );
  					this.target.matrixWorldNeedsUpdate = true;
  					return;
  
  				}
  
  			};
  
  		};
  
  		Virtulous.TrackTargetNodeNameCompare = function ( root, target ) {
  
  			function find( node, name ) {
  
  				if ( node.name == name )
  					return node;
  
  				for ( var i = 0; i < node.children.length; i ++ ) {
  
  					var r = find( node.children[ i ], name );
  					if ( r ) return r;
  
  				}
  
  				return null;
  
  			}
  
  			return find( root, target.name );
  
  		};
  
  		Virtulous.Animation = function () {
  
  			this.tracks = [];
  			this.length = 0;
  
  			this.addTrack = function ( track ) {
  
  				this.tracks.push( track );
  				this.length = Math.max( track.length, this.length );
  
  			};
  
  			this.setTime = function ( time ) {
  
  				this.time = time;
  
  				for ( var i = 0; i < this.tracks.length; i ++ )
  					this.tracks[ i ].setTime( time );
  
  			};
  
  			this.clone = function ( target, compareitor ) {
  
  				if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
  				var n = new Virtulous.Animation();
  				n.target = target;
  				for ( var i = 0; i < this.tracks.length; i ++ ) {
  
  					var track = this.tracks[ i ].clone();
  					track.reTarget( target, compareitor );
  					n.addTrack( track );
  
  				}
  
  				return n;
  
  			};
  
  		};
  
  		var ASSBIN_CHUNK_AICAMERA = 0x1234;
  		var ASSBIN_CHUNK_AILIGHT = 0x1235;
  		var ASSBIN_CHUNK_AITEXTURE = 0x1236;
  		var ASSBIN_CHUNK_AIMESH = 0x1237;
  		var ASSBIN_CHUNK_AINODEANIM = 0x1238;
  		var ASSBIN_CHUNK_AISCENE = 0x1239;
  		var ASSBIN_CHUNK_AIBONE = 0x123a;
  		var ASSBIN_CHUNK_AIANIMATION = 0x123b;
  		var ASSBIN_CHUNK_AINODE = 0x123c;
  		var ASSBIN_CHUNK_AIMATERIAL = 0x123d;
  		var ASSBIN_CHUNK_AIMATERIALPROPERTY = 0x123e;
  		var ASSBIN_MESH_HAS_POSITIONS = 0x1;
  		var ASSBIN_MESH_HAS_NORMALS = 0x2;
  		var ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS = 0x4;
  		var ASSBIN_MESH_HAS_TEXCOORD_BASE = 0x100;
  		var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000;
  		var AI_MAX_NUMBER_OF_COLOR_SETS = 1;
  		var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4;
  		//var aiLightSource_UNDEFINED = 0x0;
  		//! A directional light source has a well-defined direction
  		//! but is infinitely far away. That's quite a good
  		//! approximation for sun light.
  		var aiLightSource_DIRECTIONAL = 0x1;
  		//! A point light source has a well-defined position
  		//! in space but no direction - it emits light in all
  		//! directions. A normal bulb is a point light.
  		//var aiLightSource_POINT = 0x2;
  		//! A spot light source emits light in a specific
  		//! angle. It has a position and a direction it is pointing to.
  		//! A good example for a spot light is a light spot in
  		//! sport arenas.
  		var aiLightSource_SPOT = 0x3;
  		//! The generic light level of the world, including the bounces
  		//! of all other lightsources.
  		//! Typically, there's at most one ambient light in a scene.
  		//! This light type doesn't have a valid position, direction, or
  		//! other properties, just a color.
  		//var aiLightSource_AMBIENT = 0x4;
  		/** Flat shading. Shading is done on per-face base,
  		 *  diffuse only. Also known as 'faceted shading'.
  		 */
  		//var aiShadingMode_Flat = 0x1;
  		/** Simple Gouraud shading.
  		 */
  		//var aiShadingMode_Gouraud = 0x2;
  		/** Phong-Shading -
  		 */
  		//var aiShadingMode_Phong = 0x3;
  		/** Phong-Blinn-Shading
  		 */
  		//var aiShadingMode_Blinn = 0x4;
  		/** Toon-Shading per pixel
  		 *
  		 *  Also known as 'comic' shader.
  		 */
  		//var aiShadingMode_Toon = 0x5;
  		/** OrenNayar-Shading per pixel
  		 *
  		 *  Extension to standard Lambertian shading, taking the
  		 *  roughness of the material into account
  		 */
  		//var aiShadingMode_OrenNayar = 0x6;
  		/** Minnaert-Shading per pixel
  		 *
  		 *  Extension to standard Lambertian shading, taking the
  		 *  "darkness" of the material into account
  		 */
  		//var aiShadingMode_Minnaert = 0x7;
  		/** CookTorrance-Shading per pixel
  		 *
  		 *  Special shader for metallic surfaces.
  		 */
  		//var aiShadingMode_CookTorrance = 0x8;
  		/** No shading at all. Constant light influence of 1.0.
  		 */
  		//var aiShadingMode_NoShading = 0x9;
  		/** Fresnel shading
  		 */
  		//var aiShadingMode_Fresnel = 0xa;
  		//var aiTextureType_NONE = 0x0;
  		/** The textures is combined with the result of the diffuse
  		 *  lighting equation.
  		 */
  		var aiTextureType_DIFFUSE = 0x1;
  		/** The textures is combined with the result of the specular
  		 *  lighting equation.
  		 */
  		//var aiTextureType_SPECULAR = 0x2;
  		/** The textures is combined with the result of the ambient
  		 *  lighting equation.
  		 */
  		//var aiTextureType_AMBIENT = 0x3;
  		/** The textures is added to the result of the lighting
  		 *  calculation. It isn't influenced by incoming light.
  		 */
  		//var aiTextureType_EMISSIVE = 0x4;
  		/** The textures is a height map.
  		 *
  		 *  By convention, higher gray-scale values stand for
  		 *  higher elevations from the base height.
  		 */
  		//var aiTextureType_HEIGHT = 0x5;
  		/** The textures is a (tangent space) normal-map.
  		 *
  		 *  Again, there are several conventions for tangent-space
  		 *  normal maps. Assimp does (intentionally) not
  		 *  distinguish here.
  		 */
  		var aiTextureType_NORMALS = 0x6;
  		/** The textures defines the glossiness of the material.
  		 *
  		 *  The glossiness is in fact the exponent of the specular
  		 *  (phong) lighting equation. Usually there is a conversion
  		 *  function defined to map the linear color values in the
  		 *  textures to a suitable exponent. Have fun.
  		 */
  		//var aiTextureType_SHININESS = 0x7;
  		/** The textures defines per-pixel opacity.
  		 *
  		 *  Usually 'white' means opaque and 'black' means
  		 *  'transparency'. Or quite the opposite. Have fun.
  		 */
  		var aiTextureType_OPACITY = 0x8;
  		/** Displacement textures
  		 *
  		 *  The exact purpose and format is application-dependent.
  		 *  Higher color values stand for higher vertex displacements.
  		 */
  		//var aiTextureType_DISPLACEMENT = 0x9;
  		/** Lightmap textures (aka Ambient Occlusion)
  		 *
  		 *  Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
  		 *  covered by this material property. The textures contains a
  		 *  scaling value for the final color value of a pixel. Its
  		 *  intensity is not affected by incoming light.
  		 */
  		var aiTextureType_LIGHTMAP = 0xA;
  		/** Reflection textures
  		 *
  		 * Contains the color of a perfect mirror reflection.
  		 * Rarely used, almost never for real-time applications.
  		 */
  		//var aiTextureType_REFLECTION = 0xB;
  		/** Unknown textures
  		 *
  		 *  A textures reference that does not match any of the definitions
  		 *  above is considered to be 'unknown'. It is still imported,
  		 *  but is excluded from any further postprocessing.
  		 */
  		//var aiTextureType_UNKNOWN = 0xC;
  		var BONESPERVERT = 4;
  
  		function ASSBIN_MESH_HAS_TEXCOORD( n ) {
  
  			return ASSBIN_MESH_HAS_TEXCOORD_BASE << n;
  
  		}
  
  		function ASSBIN_MESH_HAS_COLOR( n ) {
  
  			return ASSBIN_MESH_HAS_COLOR_BASE << n;
  
  		}
  
  		function markBones( scene ) {
  
  			for ( var i in scene.mMeshes ) {
  
  				var mesh = scene.mMeshes[ i ];
  				for ( var k in mesh.mBones ) {
  
  					var boneNode = scene.findNode( mesh.mBones[ k ].mName );
  					if ( boneNode )
  						boneNode.isBone = true;
  
  				}
  
  			}
  
  		}
  		function cloneTreeToBones( root, scene ) {
  
  			var rootBone = new Bone();
  			rootBone.matrix.copy( root.matrix );
  			rootBone.matrixWorld.copy( root.matrixWorld );
  			rootBone.position.copy( root.position );
  			rootBone.quaternion.copy( root.quaternion );
  			rootBone.scale.copy( root.scale );
  			scene.nodeCount ++;
  			rootBone.name = "bone_" + root.name + scene.nodeCount.toString();
  
  			if ( ! scene.nodeToBoneMap[ root.name ] )
  				scene.nodeToBoneMap[ root.name ] = [];
  			scene.nodeToBoneMap[ root.name ].push( rootBone );
  			for ( var i in root.children ) {
  
  				var child = cloneTreeToBones( root.children[ i ], scene );
  				rootBone.add( child );
  
  			}
  
  			return rootBone;
  
  		}
  
  		function sortWeights( indexes, weights ) {
  
  			var pairs = [];
  
  			for ( var i = 0; i < indexes.length; i ++ ) {
  
  				pairs.push( {
  					i: indexes[ i ],
  					w: weights[ i ]
  				} );
  
  			}
  
  			pairs.sort( function ( a, b ) {
  
  				return b.w - a.w;
  
  			 } );
  
  			while ( pairs.length < 4 ) {
  
  				pairs.push( {
  					i: 0,
  					w: 0
  				} );
  
  			}
  
  			if ( pairs.length > 4 )
  				pairs.length = 4;
  			var sum = 0;
  
  			for ( var i = 0; i < 4; i ++ ) {
  
  				sum += pairs[ i ].w * pairs[ i ].w;
  
  			}
  
  			sum = Math.sqrt( sum );
  
  			for ( var i = 0; i < 4; i ++ ) {
  
  				pairs[ i ].w = pairs[ i ].w / sum;
  				indexes[ i ] = pairs[ i ].i;
  				weights[ i ] = pairs[ i ].w;
  
  			}
  
  		}
  
  		function findMatchingBone( root, name ) {
  
  			if ( root.name.indexOf( "bone_" + name ) == 0 )
  				return root;
  
  			for ( var i in root.children ) {
  
  				var ret = findMatchingBone( root.children[ i ], name );
  
  				if ( ret )
  					return ret;
  
  			}
  
  			return undefined;
  
  		}
  
  		function aiMesh() {
  
  			this.mPrimitiveTypes = 0;
  			this.mNumVertices = 0;
  			this.mNumFaces = 0;
  			this.mNumBones = 0;
  			this.mMaterialIndex = 0;
  			this.mVertices = [];
  			this.mNormals = [];
  			this.mTangents = [];
  			this.mBitangents = [];
  			this.mColors = [
  				[]
  			];
  			this.mTextureCoords = [
  				[]
  			];
  			this.mFaces = [];
  			this.mBones = [];
  			this.hookupSkeletons = function ( scene ) {
  
  				if ( this.mBones.length == 0 ) return;
  
  				var allBones = [];
  				var offsetMatrix = [];
  				var skeletonRoot = scene.findNode( this.mBones[ 0 ].mName );
  
  				while ( skeletonRoot.mParent && skeletonRoot.mParent.isBone ) {
  
  					skeletonRoot = skeletonRoot.mParent;
  
  				}
  
  				var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
  				var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
  				this.threeNode.add( threeSkeletonRootBone );
  
  				for ( var i = 0; i < this.mBones.length; i ++ ) {
  
  					var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
  
  					if ( bone ) {
  
  						var tbone = bone;
  						allBones.push( tbone );
  						//tbone.matrixAutoUpdate = false;
  						offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );
  
  					} else {
  
  						var skeletonRoot = scene.findNode( this.mBones[ i ].mName );
  						if ( ! skeletonRoot ) return;
  						var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
  						var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
  						this.threeNode.add( threeSkeletonRootBone );
  						var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
  						var tbone = bone;
  						allBones.push( tbone );
  						//tbone.matrixAutoUpdate = false;
  						offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );
  
  					}
  
  				}
  				var skeleton = new Skeleton( allBones, offsetMatrix );
  
  				this.threeNode.bind( skeleton, new Matrix4() );
  				this.threeNode.material.skinning = true;
  
  			};
  
  			this.toTHREE = function ( scene ) {
  
  				if ( this.threeNode ) return this.threeNode;
  				var geometry = new BufferGeometry();
  				var mat;
  				if ( scene.mMaterials[ this.mMaterialIndex ] )
  					mat = scene.mMaterials[ this.mMaterialIndex ].toTHREE( scene );
  				else
  					mat = new MeshLambertMaterial();
  				geometry.setIndex( new BufferAttribute( new Uint32Array( this.mIndexArray ), 1 ) );
  				geometry.addAttribute( 'position', new BufferAttribute( this.mVertexBuffer, 3 ) );
  				if ( this.mNormalBuffer && this.mNormalBuffer.length > 0 )
  					geometry.addAttribute( 'normal', new BufferAttribute( this.mNormalBuffer, 3 ) );
  				if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
  					geometry.addAttribute( 'color', new BufferAttribute( this.mColorBuffer, 4 ) );
  				if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
  					geometry.addAttribute( 'uv', new BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
  				if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ].length > 0 )
  					geometry.addAttribute( 'uv1', new BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
  				if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
  					geometry.addAttribute( 'tangents', new BufferAttribute( this.mTangentBuffer, 3 ) );
  				if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
  					geometry.addAttribute( 'bitangents', new BufferAttribute( this.mBitangentBuffer, 3 ) );
  				if ( this.mBones.length > 0 ) {
  
  					var weights = [];
  					var bones = [];
  
  					for ( var i = 0; i < this.mBones.length; i ++ ) {
  
  						for ( var j = 0; j < this.mBones[ i ].mWeights.length; j ++ ) {
  
  							var weight = this.mBones[ i ].mWeights[ j ];
  							if ( weight ) {
  
  								if ( ! weights[ weight.mVertexId ] ) weights[ weight.mVertexId ] = [];
  								if ( ! bones[ weight.mVertexId ] ) bones[ weight.mVertexId ] = [];
  								weights[ weight.mVertexId ].push( weight.mWeight );
  								bones[ weight.mVertexId ].push( parseInt( i ) );
  
  							}
  
  						}
  
  					}
  
  					for ( var i in bones ) {
  
  						sortWeights( bones[ i ], weights[ i ] );
  
  					}
  
  					var _weights = [];
  					var _bones = [];
  
  					for ( var i = 0; i < weights.length; i ++ ) {
  
  						for ( var j = 0; j < 4; j ++ ) {
  
  							if ( weights[ i ] && bones[ i ] ) {
  
  								_weights.push( weights[ i ][ j ] );
  								_bones.push( bones[ i ][ j ] );
  
  							} else {
  
  								_weights.push( 0 );
  								_bones.push( 0 );
  
  							}
  
  						}
  
  					}
  
  					geometry.addAttribute( 'skinWeight', new BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
  					geometry.addAttribute( 'skinIndex', new BufferAttribute( new Float32Array( _bones ), BONESPERVERT ) );
  
  				}
  
  				var mesh;
  
  				if ( this.mBones.length == 0 )
  					mesh = new Mesh( geometry, mat );
  
  				if ( this.mBones.length > 0 ) {
  
  					mesh = new SkinnedMesh( geometry, mat );
  					mesh.normalizeSkinWeights();
  
  				}
  
  				this.threeNode = mesh;
  				//mesh.matrixAutoUpdate = false;
  				return mesh;
  
  			};
  
  		}
  
  		function aiFace() {
  
  			this.mNumIndices = 0;
  			this.mIndices = [];
  
  		}
  
  		function aiVector3D() {
  
  			this.x = 0;
  			this.y = 0;
  			this.z = 0;
  
  			this.toTHREE = function () {
  
  				return new Vector3( this.x, this.y, this.z );
  
  			};
  
  		}
  
  		function aiColor3D() {
  
  			this.r = 0;
  			this.g = 0;
  			this.b = 0;
  			this.a = 0;
  			this.toTHREE = function () {
  
  				return new Color( this.r, this.g, this.b );
  
  			};
  
  		}
  
  		function aiQuaternion() {
  
  			this.x = 0;
  			this.y = 0;
  			this.z = 0;
  			this.w = 0;
  			this.toTHREE = function () {
  
  				return new Quaternion( this.x, this.y, this.z, this.w );
  
  			};
  
  		}
  
  		function aiVertexWeight() {
  
  			this.mVertexId = 0;
  			this.mWeight = 0;
  
  		}
  
  		function aiString() {
  
  			this.data = [];
  			this.toString = function () {
  
  				var str = '';
  				this.data.forEach( function ( i ) {
  
  					str += ( String.fromCharCode( i ) );
  
  				} );
  				return str.replace( /[^\x20-\x7E]+/g, '' );
  
  			};
  
  		}
  
  		function aiVectorKey() {
  
  			this.mTime = 0;
  			this.mValue = null;
  
  		}
  
  		function aiQuatKey() {
  
  			this.mTime = 0;
  			this.mValue = null;
  
  		}
  
  		function aiNode() {
  
  			this.mName = '';
  			this.mTransformation = [];
  			this.mNumChildren = 0;
  			this.mNumMeshes = 0;
  			this.mMeshes = [];
  			this.mChildren = [];
  			this.toTHREE = function ( scene ) {
  
  				if ( this.threeNode ) return this.threeNode;
  				var o = new Object3D();
  				o.name = this.mName;
  				o.matrix = this.mTransformation.toTHREE();
  
  				for ( var i = 0; i < this.mChildren.length; i ++ ) {
  
  					o.add( this.mChildren[ i ].toTHREE( scene ) );
  
  				}
  
  				for ( var i = 0; i < this.mMeshes.length; i ++ ) {
  
  					o.add( scene.mMeshes[ this.mMeshes[ i ] ].toTHREE( scene ) );
  
  				}
  
  				this.threeNode = o;
  				//o.matrixAutoUpdate = false;
  				o.matrix.decompose( o.position, o.quaternion, o.scale );
  				return o;
  
  			};
  
  		}
  
  		function aiBone() {
  
  			this.mName = '';
  			this.mNumWeights = 0;
  			this.mOffsetMatrix = 0;
  
  		}
  
  		function aiMaterialProperty() {
  
  			this.mKey = "";
  			this.mSemantic = 0;
  			this.mIndex = 0;
  			this.mData = [];
  			this.mDataLength = 0;
  			this.mType = 0;
  			this.dataAsColor = function () {
  
  				var array = ( new Uint8Array( this.mData ) ).buffer;
  				var reader = new DataView( array );
  				var r = reader.getFloat32( 0, true );
  				var g = reader.getFloat32( 4, true );
  				var b = reader.getFloat32( 8, true );
  				//var a = reader.getFloat32(12, true);
  				return new Color( r, g, b );
  
  			};
  
  			this.dataAsFloat = function () {
  
  				var array = ( new Uint8Array( this.mData ) ).buffer;
  				var reader = new DataView( array );
  				var r = reader.getFloat32( 0, true );
  				return r;
  
  			};
  
  			this.dataAsBool = function () {
  
  				var array = ( new Uint8Array( this.mData ) ).buffer;
  				var reader = new DataView( array );
  				var r = reader.getFloat32( 0, true );
  				return !! r;
  
  			};
  
  			this.dataAsString = function () {
  
  				var s = new aiString();
  				s.data = this.mData;
  				return s.toString();
  
  			};
  
  			this.dataAsMap = function () {
  
  				var s = new aiString();
  				s.data = this.mData;
  				var path = s.toString();
  				path = path.replace( /\\/g, '/' );
  
  				if ( path.indexOf( '/' ) != - 1 ) {
  
  					path = path.substr( path.lastIndexOf( '/' ) + 1 );
  
  				}
  
  				return textureLoader.load( path );
  
  			};
  
  		}
  		var namePropMapping = {
  
  			"?mat.name": "name",
  			"$mat.shadingm": "shading",
  			"$mat.twosided": "twoSided",
  			"$mat.wireframe": "wireframe",
  			"$clr.ambient": "ambient",
  			"$clr.diffuse": "color",
  			"$clr.specular": "specular",
  			"$clr.emissive": "emissive",
  			"$clr.transparent": "transparent",
  			"$clr.reflective": "reflect",
  			"$mat.shininess": "shininess",
  			"$mat.reflectivity": "reflectivity",
  			"$mat.refracti": "refraction",
  			"$tex.file": "map"
  
  		};
  
  		var nameTypeMapping = {
  
  			"?mat.name": "string",
  			"$mat.shadingm": "bool",
  			"$mat.twosided": "bool",
  			"$mat.wireframe": "bool",
  			"$clr.ambient": "color",
  			"$clr.diffuse": "color",
  			"$clr.specular": "color",
  			"$clr.emissive": "color",
  			"$clr.transparent": "color",
  			"$clr.reflective": "color",
  			"$mat.shininess": "float",
  			"$mat.reflectivity": "float",
  			"$mat.refracti": "float",
  			"$tex.file": "map"
  
  		};
  
  		function aiMaterial() {
  
  			this.mNumAllocated = 0;
  			this.mNumProperties = 0;
  			this.mProperties = [];
  			this.toTHREE = function () {
  
  				var mat = new MeshPhongMaterial();
  
  				for ( var i = 0; i < this.mProperties.length; i ++ ) {
  
  					if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'float' )
  						mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsFloat();
  					if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'color' )
  						mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsColor();
  					if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'bool' )
  						mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsBool();
  					if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'string' )
  						mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsString();
  					if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'map' ) {
  
  						var prop = this.mProperties[ i ];
  						if ( prop.mSemantic == aiTextureType_DIFFUSE )
  							mat.map = this.mProperties[ i ].dataAsMap();
  						if ( prop.mSemantic == aiTextureType_NORMALS )
  							mat.normalMap = this.mProperties[ i ].dataAsMap();
  						if ( prop.mSemantic == aiTextureType_LIGHTMAP )
  							mat.lightMap = this.mProperties[ i ].dataAsMap();
  						if ( prop.mSemantic == aiTextureType_OPACITY )
  							mat.alphaMap = this.mProperties[ i ].dataAsMap();
  
  					}
  
  				}
  
  				mat.ambient.r = .53;
  				mat.ambient.g = .53;
  				mat.ambient.b = .53;
  				mat.color.r = 1;
  				mat.color.g = 1;
  				mat.color.b = 1;
  				return mat;
  
  			};
  
  		}
  
  
  		function veclerp( v1, v2, l ) {
  
  			var v = new Vector3();
  			var lm1 = 1 - l;
  			v.x = v1.x * l + v2.x * lm1;
  			v.y = v1.y * l + v2.y * lm1;
  			v.z = v1.z * l + v2.z * lm1;
  			return v;
  
  		}
  
  		function quatlerp( q1, q2, l ) {
  
  			return q1.clone().slerp( q2, 1 - l );
  
  		}
  
  		function sampleTrack( keys, time, lne, lerp ) {
  
  			if ( keys.length == 1 ) return keys[ 0 ].mValue.toTHREE();
  
  			var dist = Infinity;
  			var key = null;
  			var nextKey = null;
  
  			for ( var i = 0; i < keys.length; i ++ ) {
  
  				var timeDist = Math.abs( keys[ i ].mTime - time );
  
  				if ( timeDist < dist && keys[ i ].mTime <= time ) {
  
  					dist = timeDist;
  					key = keys[ i ];
  					nextKey = keys[ i + 1 ];
  
  				}
  
  			}
  
  			if ( ! key ) {
  
  				return null;
  
  			} else if ( nextKey ) {
  
  				var dT = nextKey.mTime - key.mTime;
  				var T = key.mTime - time;
  				var l = T / dT;
  
  				return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );
  
  			} else {
  
  				nextKey = keys[ 0 ].clone();
  				nextKey.mTime += lne;
  
  				var dT = nextKey.mTime - key.mTime;
  				var T = key.mTime - time;
  				var l = T / dT;
  
  				return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );
  
  			}
  
  		}
  
  		function aiNodeAnim() {
  
  			this.mNodeName = "";
  			this.mNumPositionKeys = 0;
  			this.mNumRotationKeys = 0;
  			this.mNumScalingKeys = 0;
  			this.mPositionKeys = [];
  			this.mRotationKeys = [];
  			this.mScalingKeys = [];
  			this.mPreState = "";
  			this.mPostState = "";
  			this.init = function ( tps ) {
  
  				if ( ! tps ) tps = 1;
  
  				function t( t ) {
  
  					t.mTime /= tps;
  
  				}
  
  				this.mPositionKeys.forEach( t );
  				this.mRotationKeys.forEach( t );
  				this.mScalingKeys.forEach( t );
  
  			};
  
  			this.sortKeys = function () {
  
  				function comp( a, b ) {
  
  					return a.mTime - b.mTime;
  
  				}
  
  				this.mPositionKeys.sort( comp );
  				this.mRotationKeys.sort( comp );
  				this.mScalingKeys.sort( comp );
  
  			};
  
  			this.getLength = function () {
  
  				return Math.max(
  					Math.max.apply( null, this.mPositionKeys.map( function ( a ) {
  
  						return a.mTime;
  
  					} ) ),
  					Math.max.apply( null, this.mRotationKeys.map( function ( a ) {
  
  						return a.mTime;
  
  					} ) ),
  					Math.max.apply( null, this.mScalingKeys.map( function ( a ) {
  
  						return a.mTime;
  
  				 } ) )
  				);
  
  			};
  
  			this.toTHREE = function ( o ) {
  
  				this.sortKeys();
  				var length = this.getLength();
  				var track = new Virtulous.KeyFrameTrack();
  
  				for ( var i = 0; i < length; i += .05 ) {
  
  					var matrix = new Matrix4();
  					var time = i;
  					var pos = sampleTrack( this.mPositionKeys, time, length, veclerp );
  					var scale = sampleTrack( this.mScalingKeys, time, length, veclerp );
  					var rotation = sampleTrack( this.mRotationKeys, time, length, quatlerp );
  					matrix.compose( pos, rotation, scale );
  
  					var key = new Virtulous.KeyFrame( time, matrix );
  					track.addKey( key );
  
  				}
  
  				track.target = o.findNode( this.mNodeName ).toTHREE();
  
  				var tracks = [ track ];
  
  				if ( o.nodeToBoneMap[ this.mNodeName ] ) {
  
  					for ( var i = 0; i < o.nodeToBoneMap[ this.mNodeName ].length; i ++ ) {
  
  						var t2 = track.clone();
  						t2.target = o.nodeToBoneMap[ this.mNodeName ][ i ];
  						tracks.push( t2 );
  
  					}
  
  				}
  
  				return tracks;
  
  			};
  
  		}
  
  		function aiAnimation() {
  
  			this.mName = "";
  			this.mDuration = 0;
  			this.mTicksPerSecond = 0;
  			this.mNumChannels = 0;
  			this.mChannels = [];
  			this.toTHREE = function ( root ) {
  
  				var animationHandle = new Virtulous.Animation();
  
  				for ( var i in this.mChannels ) {
  
  					this.mChannels[ i ].init( this.mTicksPerSecond );
  
  					var tracks = this.mChannels[ i ].toTHREE( root );
  
  					for ( var j in tracks ) {
  
  						tracks[ j ].init();
  						animationHandle.addTrack( tracks[ j ] );
  
  					}
  
  				}
  
  				animationHandle.length = Math.max.apply( null, animationHandle.tracks.map( function ( e ) {
  
  					return e.length;
  
  				} ) );
  				return animationHandle;
  
  			};
  
  		}
  
  		function aiTexture() {
  
  			this.mWidth = 0;
  			this.mHeight = 0;
  			this.texAchFormatHint = [];
  			this.pcData = [];
  
  		}
  
  		function aiLight() {
  
  			this.mName = '';
  			this.mType = 0;
  			this.mAttenuationConstant = 0;
  			this.mAttenuationLinear = 0;
  			this.mAttenuationQuadratic = 0;
  			this.mAngleInnerCone = 0;
  			this.mAngleOuterCone = 0;
  			this.mColorDiffuse = null;
  			this.mColorSpecular = null;
  			this.mColorAmbient = null;
  
  		}
  
  		function aiCamera() {
  
  			this.mName = '';
  			this.mPosition = null;
  			this.mLookAt = null;
  			this.mUp = null;
  			this.mHorizontalFOV = 0;
  			this.mClipPlaneNear = 0;
  			this.mClipPlaneFar = 0;
  			this.mAspect = 0;
  
  		}
  
  		function aiScene() {
  
  			this.versionMajor = 0;
  			this.versionMinor = 0;
  			this.versionRevision = 0;
  			this.compileFlags = 0;
  			this.mFlags = 0;
  			this.mNumMeshes = 0;
  			this.mNumMaterials = 0;
  			this.mNumAnimations = 0;
  			this.mNumTextures = 0;
  			this.mNumLights = 0;
  			this.mNumCameras = 0;
  			this.mRootNode = null;
  			this.mMeshes = [];
  			this.mMaterials = [];
  			this.mAnimations = [];
  			this.mLights = [];
  			this.mCameras = [];
  			this.nodeToBoneMap = {};
  			this.findNode = function ( name, root ) {
  
  				if ( ! root ) {
  
  					root = this.mRootNode;
  
  				}
  
  				if ( root.mName == name ) {
  
  					return root;
  
  				}
  
  				for ( var i = 0; i < root.mChildren.length; i ++ ) {
  
  					var ret = this.findNode( name, root.mChildren[ i ] );
  					if ( ret ) return ret;
  
  				}
  
  				return null;
  
  			};
  
  			this.toTHREE = function () {
  
  				this.nodeCount = 0;
  
  				markBones( this );
  
  				var o = this.mRootNode.toTHREE( this );
  
  				for ( var i in this.mMeshes )
  					this.mMeshes[ i ].hookupSkeletons( this );
  
  				if ( this.mAnimations.length > 0 ) {
  
  					var a = this.mAnimations[ 0 ].toTHREE( this );
  
  				}
  
  				return { object: o, animation: a };
  
  			};
  
  		}
  
  		function aiMatrix4() {
  
  			this.elements = [
  				[],
  				[],
  				[],
  				[]
  			];
  			this.toTHREE = function () {
  
  				var m = new Matrix4();
  
  				for ( var i = 0; i < 4; ++ i ) {
  
  					for ( var i2 = 0; i2 < 4; ++ i2 ) {
  
  						m.elements[ i * 4 + i2 ] = this.elements[ i2 ][ i ];
  
  					}
  
  				}
  
  				return m;
  
  			};
  
  		}
  
  		var littleEndian = true;
  
  		function readFloat( dataview ) {
  
  			var val = dataview.getFloat32( dataview.readOffset, littleEndian );
  			dataview.readOffset += 4;
  			return val;
  
  		}
  
  		function Read_double( dataview ) {
  
  			var val = dataview.getFloat64( dataview.readOffset, littleEndian );
  			dataview.readOffset += 8;
  			return val;
  
  		}
  
  		function Read_uint8_t( dataview ) {
  
  			var val = dataview.getUint8( dataview.readOffset );
  			dataview.readOffset += 1;
  			return val;
  
  		}
  
  		function Read_uint16_t( dataview ) {
  
  			var val = dataview.getUint16( dataview.readOffset, littleEndian );
  			dataview.readOffset += 2;
  			return val;
  
  		}
  
  		function Read_unsigned_int( dataview ) {
  
  			var val = dataview.getUint32( dataview.readOffset, littleEndian );
  			dataview.readOffset += 4;
  			return val;
  
  		}
  
  		function Read_uint32_t( dataview ) {
  
  			var val = dataview.getUint32( dataview.readOffset, littleEndian );
  			dataview.readOffset += 4;
  			return val;
  
  		}
  
  		function Read_aiVector3D( stream ) {
  
  			var v = new aiVector3D();
  			v.x = readFloat( stream );
  			v.y = readFloat( stream );
  			v.z = readFloat( stream );
  			return v;
  
  		}
  
  		function Read_aiColor3D( stream ) {
  
  			var c = new aiColor3D();
  			c.r = readFloat( stream );
  			c.g = readFloat( stream );
  			c.b = readFloat( stream );
  			return c;
  
  		}
  
  		function Read_aiQuaternion( stream ) {
  
  			var v = new aiQuaternion();
  			v.w = readFloat( stream );
  			v.x = readFloat( stream );
  			v.y = readFloat( stream );
  			v.z = readFloat( stream );
  			return v;
  
  		}
  
  		function Read_aiString( stream ) {
  
  			var s = new aiString();
  			var stringlengthbytes = Read_unsigned_int( stream );
  			stream.ReadBytes( s.data, 1, stringlengthbytes );
  			return s.toString();
  
  		}
  
  		function Read_aiVertexWeight( stream ) {
  
  			var w = new aiVertexWeight();
  			w.mVertexId = Read_unsigned_int( stream );
  			w.mWeight = readFloat( stream );
  			return w;
  
  		}
  
  		function Read_aiMatrix4x4( stream ) {
  
  			var m = new aiMatrix4();
  
  			for ( var i = 0; i < 4; ++ i ) {
  
  				for ( var i2 = 0; i2 < 4; ++ i2 ) {
  
  					m.elements[ i ][ i2 ] = readFloat( stream );
  
  				}
  
  			}
  
  			return m;
  
  		}
  
  		function Read_aiVectorKey( stream ) {
  
  			var v = new aiVectorKey();
  			v.mTime = Read_double( stream );
  			v.mValue = Read_aiVector3D( stream );
  			return v;
  
  		}
  
  		function Read_aiQuatKey( stream ) {
  
  			var v = new aiQuatKey();
  			v.mTime = Read_double( stream );
  			v.mValue = Read_aiQuaternion( stream );
  			return v;
  
  		}
  
  		function ReadArray_aiVertexWeight( stream, data, size ) {
  
  			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( stream );
  
  		}
  
  		function ReadArray_aiVectorKey( stream, data, size ) {
  
  			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVectorKey( stream );
  
  		}
  
  		function ReadArray_aiQuatKey( stream, data, size ) {
  
  			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiQuatKey( stream );
  
  		}
  
  		function ReadBounds( stream, T /*p*/, n ) {
  
  			// not sure what to do here, the data isn't really useful.
  			return stream.Seek( sizeof( T ) * n, aiOrigin_CUR );
  
  		}
  
  		function ai_assert( bool ) {
  
  			if ( ! bool )
  				throw ( "asset failed" );
  
  		}
  
  		function ReadBinaryNode( stream, parent, depth ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AINODE );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			var node = new aiNode();
  			node.mParent = parent;
  			node.mDepth = depth;
  			node.mName = Read_aiString( stream );
  			node.mTransformation = Read_aiMatrix4x4( stream );
  			node.mNumChildren = Read_unsigned_int( stream );
  			node.mNumMeshes = Read_unsigned_int( stream );
  
  			if ( node.mNumMeshes ) {
  
  				node.mMeshes = [];
  
  				for ( var i = 0; i < node.mNumMeshes; ++ i ) {
  
  					node.mMeshes[ i ] = Read_unsigned_int( stream );
  
  				}
  
  			}
  
  			if ( node.mNumChildren ) {
  
  				node.mChildren = [];
  
  				for ( var i = 0; i < node.mNumChildren; ++ i ) {
  
  					var node2 = ReadBinaryNode( stream, node, depth ++ );
  					node.mChildren[ i ] = node2;
  
  				}
  
  			}
  
  			return node;
  
  		}
  
  		// -----------------------------------------------------------------------------------
  
  		function ReadBinaryBone( stream, b ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AIBONE );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			b.mName = Read_aiString( stream );
  			b.mNumWeights = Read_unsigned_int( stream );
  			b.mOffsetMatrix = Read_aiMatrix4x4( stream );
  			// for the moment we write dumb min/max values for the bones, too.
  			// maybe I'll add a better, hash-like solution later
  			if ( shortened ) {
  
  				ReadBounds( stream, b.mWeights, b.mNumWeights );
  
  			} else {
  
  				// else write as usual
  
  				b.mWeights = [];
  				ReadArray_aiVertexWeight( stream, b.mWeights, b.mNumWeights );
  
  			}
  
  			return b;
  
  		}
  
  		function ReadBinaryMesh( stream, mesh ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AIMESH );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			mesh.mPrimitiveTypes = Read_unsigned_int( stream );
  			mesh.mNumVertices = Read_unsigned_int( stream );
  			mesh.mNumFaces = Read_unsigned_int( stream );
  			mesh.mNumBones = Read_unsigned_int( stream );
  			mesh.mMaterialIndex = Read_unsigned_int( stream );
  			mesh.mNumUVComponents = [];
  			// first of all, write bits for all existent vertex components
  			var c = Read_unsigned_int( stream );
  
  			if ( c & ASSBIN_MESH_HAS_POSITIONS ) {
  
  				if ( shortened ) {
  
  					ReadBounds( stream, mesh.mVertices, mesh.mNumVertices );
  
  				} else {
  
  					// else write as usual
  
  					mesh.mVertices = [];
  					mesh.mVertexBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  					stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  
  				}
  
  			}
  
  			if ( c & ASSBIN_MESH_HAS_NORMALS ) {
  
  				if ( shortened ) {
  
  					ReadBounds( stream, mesh.mNormals, mesh.mNumVertices );
  
  				} else {
  
  					// else write as usual
  
  					mesh.mNormals = [];
  					mesh.mNormalBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  					stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  
  				}
  
  			}
  
  			if ( c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS ) {
  
  				if ( shortened ) {
  
  					ReadBounds( stream, mesh.mTangents, mesh.mNumVertices );
  					ReadBounds( stream, mesh.mBitangents, mesh.mNumVertices );
  
  				} else {
  
  					// else write as usual
  
  					mesh.mTangents = [];
  					mesh.mTangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  					stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  					mesh.mBitangents = [];
  					mesh.mBitangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  					stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  
  				}
  
  			}
  
  			for ( var n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++ n ) {
  
  				if ( ! ( c & ASSBIN_MESH_HAS_COLOR( n ) ) ) break;
  
  				if ( shortened ) {
  
  					ReadBounds( stream, mesh.mColors[ n ], mesh.mNumVertices );
  
  				} else {
  
  					// else write as usual
  
  					mesh.mColors[ n ] = [];
  					mesh.mColorBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 4 * 4 );
  					stream.Seek( mesh.mNumVertices * 4 * 4, aiOrigin_CUR );
  
  				}
  
  			}
  
  			mesh.mTexCoordsBuffers = [];
  
  			for ( var n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++ n ) {
  
  				if ( ! ( c & ASSBIN_MESH_HAS_TEXCOORD( n ) ) ) break;
  
  				// write number of UV components
  				mesh.mNumUVComponents[ n ] = Read_unsigned_int( stream );
  
  				if ( shortened ) {
  
  					ReadBounds( stream, mesh.mTextureCoords[ n ], mesh.mNumVertices );
  
  				} else {
  
  					// else write as usual
  
  					mesh.mTextureCoords[ n ] = [];
  					//note that assbin always writes 3d texcoords
  					mesh.mTexCoordsBuffers[ n ] = [];
  
  					for ( var uv = 0; uv < mesh.mNumVertices; uv ++ ) {
  
  						mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
  						mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
  						readFloat( stream );
  
  					}
  
  				}
  
  			}
  			// write faces. There are no floating-point calculations involved
  			// in these, so we can write a simple hash over the face data
  			// to the dump file. We generate a single 32 Bit hash for 512 faces
  			// using Assimp's standard hashing function.
  			if ( shortened ) {
  
  				Read_unsigned_int( stream );
  
  			} else {
  
  				// else write as usual
  
  				// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
  				mesh.mFaces = [];
  				mesh.mIndexArray = [];
  
  				for ( var i = 0; i < mesh.mNumFaces; ++ i ) {
  
  					var f = mesh.mFaces[ i ] = new aiFace();
  					// BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
  					f.mNumIndices = Read_uint16_t( stream );
  					f.mIndices = [];
  
  					for ( var a = 0; a < f.mNumIndices; ++ a ) {
  
  						if ( mesh.mNumVertices < ( 1 << 16 ) ) {
  
  							f.mIndices[ a ] = Read_uint16_t( stream );
  
  						} else {
  
  							f.mIndices[ a ] = Read_unsigned_int( stream );
  
  						}
  
  
  
  					}
  
  					if ( f.mNumIndices === 3 ) {
  
  						mesh.mIndexArray.push( f.mIndices[ 0 ] );
  						mesh.mIndexArray.push( f.mIndices[ 1 ] );
  						mesh.mIndexArray.push( f.mIndices[ 2 ] );
  
  					} else if ( f.mNumIndices === 4 ) {
  
  						mesh.mIndexArray.push( f.mIndices[ 0 ] );
  						mesh.mIndexArray.push( f.mIndices[ 1 ] );
  						mesh.mIndexArray.push( f.mIndices[ 2 ] );
  						mesh.mIndexArray.push( f.mIndices[ 2 ] );
  						mesh.mIndexArray.push( f.mIndices[ 3 ] );
  						mesh.mIndexArray.push( f.mIndices[ 0 ] );
  
  					} else {
  
  						throw ( new Error( "Sorry, can't currently triangulate polys. Use the triangulate preprocessor in Assimp." ) );
  
  					}
  
  
  
  				}
  
  			}
  			// write bones
  			if ( mesh.mNumBones ) {
  
  				mesh.mBones = [];
  
  				for ( var a = 0; a < mesh.mNumBones; ++ a ) {
  
  					mesh.mBones[ a ] = new aiBone();
  					ReadBinaryBone( stream, mesh.mBones[ a ] );
  
  				}
  
  			}
  
  		}
  
  		function ReadBinaryMaterialProperty( stream, prop ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			prop.mKey = Read_aiString( stream );
  			prop.mSemantic = Read_unsigned_int( stream );
  			prop.mIndex = Read_unsigned_int( stream );
  			prop.mDataLength = Read_unsigned_int( stream );
  			prop.mType = Read_unsigned_int( stream );
  			prop.mData = [];
  			stream.ReadBytes( prop.mData, 1, prop.mDataLength );
  
  		}
  
  		// -----------------------------------------------------------------------------------
  
  		function ReadBinaryMaterial( stream, mat ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIAL );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			mat.mNumAllocated = mat.mNumProperties = Read_unsigned_int( stream );
  
  			if ( mat.mNumProperties ) {
  
  				if ( mat.mProperties ) {
  
  					delete mat.mProperties;
  
  				}
  
  				mat.mProperties = [];
  
  				for ( var i = 0; i < mat.mNumProperties; ++ i ) {
  
  					mat.mProperties[ i ] = new aiMaterialProperty();
  					ReadBinaryMaterialProperty( stream, mat.mProperties[ i ] );
  
  				}
  
  			}
  
  		}
  		// -----------------------------------------------------------------------------------
  		function ReadBinaryNodeAnim( stream, nd ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AINODEANIM );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			nd.mNodeName = Read_aiString( stream );
  			nd.mNumPositionKeys = Read_unsigned_int( stream );
  			nd.mNumRotationKeys = Read_unsigned_int( stream );
  			nd.mNumScalingKeys = Read_unsigned_int( stream );
  			nd.mPreState = Read_unsigned_int( stream );
  			nd.mPostState = Read_unsigned_int( stream );
  
  			if ( nd.mNumPositionKeys ) {
  
  				if ( shortened ) {
  
  					ReadBounds( stream, nd.mPositionKeys, nd.mNumPositionKeys );
  
  				} else {
  
  					// else write as usual
  
  					nd.mPositionKeys = [];
  					ReadArray_aiVectorKey( stream, nd.mPositionKeys, nd.mNumPositionKeys );
  
  				}
  
  			}
  
  			if ( nd.mNumRotationKeys ) {
  
  				if ( shortened ) {
  
  					ReadBounds( stream, nd.mRotationKeys, nd.mNumRotationKeys );
  
  				} else {
  
  		 			// else write as usual
  
  					nd.mRotationKeys = [];
  					ReadArray_aiQuatKey( stream, nd.mRotationKeys, nd.mNumRotationKeys );
  
  				}
  
  			}
  
  			if ( nd.mNumScalingKeys ) {
  
  				if ( shortened ) {
  
  					ReadBounds( stream, nd.mScalingKeys, nd.mNumScalingKeys );
  
  				} else {
  
  	 				// else write as usual
  
  					nd.mScalingKeys = [];
  					ReadArray_aiVectorKey( stream, nd.mScalingKeys, nd.mNumScalingKeys );
  
  				}
  
  			}
  
  		}
  		// -----------------------------------------------------------------------------------
  		function ReadBinaryAnim( stream, anim ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AIANIMATION );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			anim.mName = Read_aiString( stream );
  			anim.mDuration = Read_double( stream );
  			anim.mTicksPerSecond = Read_double( stream );
  			anim.mNumChannels = Read_unsigned_int( stream );
  
  			if ( anim.mNumChannels ) {
  
  				anim.mChannels = [];
  
  				for ( var a = 0; a < anim.mNumChannels; ++ a ) {
  
  					anim.mChannels[ a ] = new aiNodeAnim();
  					ReadBinaryNodeAnim( stream, anim.mChannels[ a ] );
  
  				}
  
  			}
  
  		}
  
  		function ReadBinaryTexture( stream, tex ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AITEXTURE );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			tex.mWidth = Read_unsigned_int( stream );
  			tex.mHeight = Read_unsigned_int( stream );
  			stream.ReadBytes( tex.achFormatHint, 1, 4 );
  
  			if ( ! shortened ) {
  
  				if ( ! tex.mHeight ) {
  
  					tex.pcData = [];
  					stream.ReadBytes( tex.pcData, 1, tex.mWidth );
  
  				} else {
  
  					tex.pcData = [];
  					stream.ReadBytes( tex.pcData, 1, tex.mWidth * tex.mHeight * 4 );
  
  				}
  
  			}
  
  		}
  		// -----------------------------------------------------------------------------------
  		function ReadBinaryLight( stream, l ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AILIGHT );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			l.mName = Read_aiString( stream );
  			l.mType = Read_unsigned_int( stream );
  
  			if ( l.mType != aiLightSource_DIRECTIONAL ) {
  
  				l.mAttenuationConstant = readFloat( stream );
  				l.mAttenuationLinear = readFloat( stream );
  				l.mAttenuationQuadratic = readFloat( stream );
  
  			}
  
  			l.mColorDiffuse = Read_aiColor3D( stream );
  			l.mColorSpecular = Read_aiColor3D( stream );
  			l.mColorAmbient = Read_aiColor3D( stream );
  
  			if ( l.mType == aiLightSource_SPOT ) {
  
  				l.mAngleInnerCone = readFloat( stream );
  				l.mAngleOuterCone = readFloat( stream );
  
  			}
  
  		}
  		// -----------------------------------------------------------------------------------
  		function ReadBinaryCamera( stream, cam ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AICAMERA );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			cam.mName = Read_aiString( stream );
  			cam.mPosition = Read_aiVector3D( stream );
  			cam.mLookAt = Read_aiVector3D( stream );
  			cam.mUp = Read_aiVector3D( stream );
  			cam.mHorizontalFOV = readFloat( stream );
  			cam.mClipPlaneNear = readFloat( stream );
  			cam.mClipPlaneFar = readFloat( stream );
  			cam.mAspect = readFloat( stream );
  
  		}
  
  		function ReadBinaryScene( stream, scene ) {
  
  			var chunkID = Read_uint32_t( stream );
  			ai_assert( chunkID == ASSBIN_CHUNK_AISCENE );
  			/*uint32_t size =*/
  			Read_uint32_t( stream );
  			scene.mFlags = Read_unsigned_int( stream );
  			scene.mNumMeshes = Read_unsigned_int( stream );
  			scene.mNumMaterials = Read_unsigned_int( stream );
  			scene.mNumAnimations = Read_unsigned_int( stream );
  			scene.mNumTextures = Read_unsigned_int( stream );
  			scene.mNumLights = Read_unsigned_int( stream );
  			scene.mNumCameras = Read_unsigned_int( stream );
  			// Read node graph
  			scene.mRootNode = new aiNode();
  			scene.mRootNode = ReadBinaryNode( stream, null, 0 );
  			// Read all meshes
  			if ( scene.mNumMeshes ) {
  
  				scene.mMeshes = [];
  
  				for ( var i = 0; i < scene.mNumMeshes; ++ i ) {
  
  					scene.mMeshes[ i ] = new aiMesh();
  					ReadBinaryMesh( stream, scene.mMeshes[ i ] );
  
  				}
  
  			}
  			// Read materials
  			if ( scene.mNumMaterials ) {
  
  				scene.mMaterials = [];
  
  				for ( var i = 0; i < scene.mNumMaterials; ++ i ) {
  
  					scene.mMaterials[ i ] = new aiMaterial();
  					ReadBinaryMaterial( stream, scene.mMaterials[ i ] );
  
  				}
  
  			}
  			// Read all animations
  			if ( scene.mNumAnimations ) {
  
  				scene.mAnimations = [];
  
  				for ( var i = 0; i < scene.mNumAnimations; ++ i ) {
  
  					scene.mAnimations[ i ] = new aiAnimation();
  					ReadBinaryAnim( stream, scene.mAnimations[ i ] );
  
  				}
  
  			}
  			// Read all textures
  			if ( scene.mNumTextures ) {
  
  				scene.mTextures = [];
  
  				for ( var i = 0; i < scene.mNumTextures; ++ i ) {
  
  					scene.mTextures[ i ] = new aiTexture();
  					ReadBinaryTexture( stream, scene.mTextures[ i ] );
  
  				}
  
  			}
  			// Read lights
  			if ( scene.mNumLights ) {
  
  				scene.mLights = [];
  
  				for ( var i = 0; i < scene.mNumLights; ++ i ) {
  
  					scene.mLights[ i ] = new aiLight();
  					ReadBinaryLight( stream, scene.mLights[ i ] );
  
  				}
  
  			}
  			// Read cameras
  			if ( scene.mNumCameras ) {
  
  				scene.mCameras = [];
  
  				for ( var i = 0; i < scene.mNumCameras; ++ i ) {
  
  					scene.mCameras[ i ] = new aiCamera();
  					ReadBinaryCamera( stream, scene.mCameras[ i ] );
  
  				}
  
  			}
  
  		}
  		var aiOrigin_CUR = 0;
  		var aiOrigin_BEG = 1;
  
  		function extendStream( stream ) {
  
  			stream.readOffset = 0;
  			stream.Seek = function ( off, ori ) {
  
  				if ( ori == aiOrigin_CUR ) {
  
  					stream.readOffset += off;
  
  				}
  				if ( ori == aiOrigin_BEG ) {
  
  					stream.readOffset = off;
  
  				}
  
  			};
  
  			stream.ReadBytes = function ( buff, size, n ) {
  
  				var bytes = size * n;
  				for ( var i = 0; i < bytes; i ++ )
  					buff[ i ] = Read_uint8_t( this );
  
  			};
  
  			stream.subArray32 = function ( start, end ) {
  
  				var buff = this.buffer;
  				var newbuff = buff.slice( start, end );
  				return new Float32Array( newbuff );
  
  			};
  
  			stream.subArrayUint16 = function ( start, end ) {
  
  				var buff = this.buffer;
  				var newbuff = buff.slice( start, end );
  				return new Uint16Array( newbuff );
  
  			};
  
  			stream.subArrayUint8 = function ( start, end ) {
  
  				var buff = this.buffer;
  				var newbuff = buff.slice( start, end );
  				return new Uint8Array( newbuff );
  
  			};
  
  			stream.subArrayUint32 = function ( start, end ) {
  
  				var buff = this.buffer;
  				var newbuff = buff.slice( start, end );
  				return new Uint32Array( newbuff );
  
  			};
  
  		}
  
  		var shortened, compressed;
  
  		function InternReadFile( pFiledata ) {
  
  			var pScene = new aiScene();
  			var stream = new DataView( pFiledata );
  			extendStream( stream );
  			stream.Seek( 44, aiOrigin_CUR ); // signature
  			/*unsigned int versionMajor =*/
  			pScene.versionMajor = Read_unsigned_int( stream );
  			/*unsigned int versionMinor =*/
  			pScene.versionMinor = Read_unsigned_int( stream );
  			/*unsigned int versionRevision =*/
  			pScene.versionRevision = Read_unsigned_int( stream );
  			/*unsigned int compileFlags =*/
  			pScene.compileFlags = Read_unsigned_int( stream );
  			shortened = Read_uint16_t( stream ) > 0;
  			compressed = Read_uint16_t( stream ) > 0;
  			if ( shortened )
  				throw "Shortened binaries are not supported!";
  			stream.Seek( 256, aiOrigin_CUR ); // original filename
  			stream.Seek( 128, aiOrigin_CUR ); // options
  			stream.Seek( 64, aiOrigin_CUR ); // padding
  			if ( compressed ) {
  
  				var uncompressedSize = Read_uint32_t( stream );
  				var compressedSize = stream.FileSize() - stream.Tell();
  				var compressedData = [];
  				stream.Read( compressedData, 1, compressedSize );
  				var uncompressedData = [];
  				uncompress( uncompressedData, uncompressedSize, compressedData, compressedSize );
  				var buff = new ArrayBuffer( uncompressedData );
  				ReadBinaryScene( buff, pScene );
  
  			} else {
  
  				ReadBinaryScene( stream, pScene );
  
  			}
  
  			return pScene.toTHREE();
  
  		}
  
  		return InternReadFile( buffer );
  
  	}
  
  };
  
  export { AssimpLoader };
  