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/* eslint-disable */
import * as THREE from 'three'

/**
 * @author Kyle-Larson https://github.com/Kyle-Larson
 * @author Takahiro https://github.com/takahirox
 *
 * Loader loads FBX file and generates Group representing FBX scene.
 * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
 *
 * Supports:
 * 	Mesh Generation (Positional Data)
 * 	Normal Data (Per Vertex Drawing Instance)
 *  UV Data (Per Vertex Drawing Instance)
 *  Skinning
 *  Animation
 * 	- Separated Animations based on stacks.
 * 	- Skeletal & Non-Skeletal Animations
 *  NURBS (Open, Closed and Periodic forms)
 *
 * Needs Support:
 * 	Indexed Buffers
 * 	PreRotation support.
 */

/**
 * Generates a loader for loading FBX files from URL and parsing into
 * a THREE.Group.
 * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
 */
const FBXLoader = function ( manager ) {

    this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

Object.assign( FBXLoader.prototype, {

    /**
     * Loads an ASCII/Binary FBX file from URL and parses into a THREE.Group.
     * THREE.Group will have an animations property of AnimationClips
     * of the different animations exported with the FBX.
     * @param {string} url - URL of the FBX file.
     * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
     * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
     * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
     */
    load: function ( url, onLoad, onProgress, onError ) {

        var self = this;

        var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );

        var loader = new THREE.FileLoader( this.manager );
        loader.setResponseType( 'arraybuffer' );
        loader.load( url, function ( buffer ) {

            try {

                var scene = self.parse( buffer, resourceDirectory );

                onLoad( scene );

            } catch ( error ) {

                window.setTimeout( function () {

                    if ( onError ) onError( error );

                    self.manager.itemError( url );

                }, 0 );

            }

        }, onProgress, onError );

    },

    /**
     * Parses an ASCII/Binary FBX file and returns a THREE.Group.
     * THREE.Group will have an animations property of AnimationClips
     * of the different animations within the FBX file.
     * @param {ArrayBuffer} FBXBuffer - Contents of FBX file to parse.
     * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
     * @returns {THREE.Group}
     */
    parse: function ( FBXBuffer, resourceDirectory ) {

        var FBXTree;

        if ( isFbxFormatBinary( FBXBuffer ) ) {

            FBXTree = new BinaryParser().parse( FBXBuffer );

        } else {

            var FBXText = convertArrayBufferToString( FBXBuffer );

            if ( ! isFbxFormatASCII( FBXText ) ) {

                throw new Error( 'FBXLoader: Unknown format.' );

            }

            if ( getFbxVersion( FBXText ) < 7000 ) {

                throw new Error( 'FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );

            }

            FBXTree = new TextParser().parse( FBXText );

        }

        // console.log( FBXTree );

        var connections = parseConnections( FBXTree );
        var images = parseImages( FBXTree );
        var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
        var materials = parseMaterials( FBXTree, textures, connections );
        var deformers = parseDeformers( FBXTree, connections );
        var geometryMap = parseGeometries( FBXTree, connections, deformers );
        var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );

        return sceneGraph;

    }

} );

/**
 * Parses map of relationships between objects.
 * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
 * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
 */
function parseConnections( FBXTree ) {

    /**
     * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
     */
    var connectionMap = new Map();

    if ( 'Connections' in FBXTree ) {

        /**
         * @type {[number, number, string][]}
         */
        var connectionArray = FBXTree.Connections.properties.connections;
        for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {

            var connection = connectionArray[ connectionArrayIndex ];

            if ( ! connectionMap.has( connection[ 0 ] ) ) {

                connectionMap.set( connection[ 0 ], {
                    parents: [],
                    children: []
                } );

            }

            var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
            connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );

            if ( ! connectionMap.has( connection[ 1 ] ) ) {

                connectionMap.set( connection[ 1 ], {
                    parents: [],
                    children: []
                } );

            }

            var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
            connectionMap.get( connection[ 1 ] ).children.push( childRelationship );

        }

    }

    return connectionMap;

}

/**
 * Parses map of images referenced in FBXTree.
 * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
 * @returns {Map<number, string(image blob/data URL)>}
 */
function parseImages( FBXTree ) {

    /**
     * @type {Map<number, string(image blob/data URL)>}
     */
    var imageMap = new Map();

    if ( 'Video' in FBXTree.Objects.subNodes ) {

        var videoNodes = FBXTree.Objects.subNodes.Video;

        for ( var nodeID in videoNodes ) {

            var videoNode = videoNodes[ nodeID ];

            // raw image data is in videoNode.properties.Content
            if ( 'Content' in videoNode.properties ) {

                var image = parseImage( videoNodes[ nodeID ] );
                imageMap.set( parseInt( nodeID ), image );

            }

        }

    }

    return imageMap;

}

/**
 * @param {videoNode} videoNode - Node to get texture image information from.
 * @returns {string} - image blob/data URL
 */
function parseImage( videoNode ) {

    var content = videoNode.properties.Content;
    var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
    var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();

    var type;

    switch ( extension ) {

        case 'bmp':

            type = 'image/bmp';
            break;

        case 'jpg':

            type = 'image/jpeg';
            break;

        case 'png':

            type = 'image/png';
            break;

        case 'tif':

            type = 'image/tiff';
            break;

        default:

            console.warn( 'FBXLoader: No support image type ' + extension );
            return;

    }

    if ( typeof content === 'string' ) {

        return 'data:' + type + ';base64,' + content;

    } else {

        var array = new Uint8Array( content );
        return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );

    }

}

/**
 * Parses map of textures referenced in FBXTree.
 * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
 * @param {THREE.TextureLoader} loader
 * @param {Map<number, string(image blob/data URL)>} imageMap
 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
 * @returns {Map<number, THREE.Texture>}
 */
function parseTextures( FBXTree, loader, imageMap, connections ) {

    /**
     * @type {Map<number, THREE.Texture>}
     */
    var textureMap = new Map();

    if ( 'Texture' in FBXTree.Objects.subNodes ) {

        var textureNodes = FBXTree.Objects.subNodes.Texture;
        for ( var nodeID in textureNodes ) {

            var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
            textureMap.set( parseInt( nodeID ), texture );

        }

    }

    return textureMap;

}

/**
 * @param {textureNode} textureNode - Node to get texture information from.
 * @param {THREE.TextureLoader} loader
 * @param {Map<number, string(image blob/data URL)>} imageMap
 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
 * @returns {THREE.Texture}
 */
function parseTexture( textureNode, loader, imageMap, connections ) {

    var FBX_ID = textureNode.id;

    var name = textureNode.name;

    var fileName;

    var filePath = textureNode.properties.FileName;
    var relativeFilePath = textureNode.properties.RelativeFilename;

    var children = connections.get( FBX_ID ).children;

    if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {

        fileName = imageMap.get( children[ 0 ].ID );

    } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' &&
            relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {

        // use textureNode.properties.RelativeFilename
        // if it exists and it doesn't seem an absolute path

        fileName = relativeFilePath;

    } else {

        var split = filePath.split( /[\\\/]/ );

        if ( split.length > 0 ) {

            fileName = split[ split.length - 1 ];

        } else {

            fileName = filePath;

        }

    }

    var currentPath = loader.path;

    if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {

        loader.setPath( undefined );

    }

    /**
     * @type {THREE.Texture}
     */
    var texture = loader.load( fileName );
    texture.name = name;
    texture.FBX_ID = FBX_ID;

    var wrapModeU = textureNode.properties.WrapModeU;
    var wrapModeV = textureNode.properties.WrapModeV;

    var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
    var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;

    // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
    // 0: repeat(default), 1: clamp

    texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
    texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;

    loader.setPath( currentPath );

    return texture;

}

/**
 * Parses map of Material information.
 * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
 * @param {Map<number, THREE.Texture>} textureMap
 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
 * @returns {Map<number, THREE.Material>}
 */
function parseMaterials( FBXTree, textureMap, connections ) {

    var materialMap = new Map();

    if ( 'Material' in FBXTree.Objects.subNodes ) {

        var materialNodes = FBXTree.Objects.subNodes.Material;
        for ( var nodeID in materialNodes ) {

            var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
            materialMap.set( parseInt( nodeID ), material );

        }

    }

    return materialMap;

}

/**
 * Takes information from Material node and returns a generated THREE.Material
 * @param {FBXMaterialNode} materialNode
 * @param {Map<number, THREE.Texture>} textureMap
 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
 * @returns {THREE.Material}
 */
function parseMaterial( materialNode, textureMap, connections ) {

    var FBX_ID = materialNode.id;
    var name = materialNode.attrName;
    var type = materialNode.properties.ShadingModel;

    //Case where FBXs wrap shading model in property object.
    if ( typeof type === 'object' ) {

        type = type.value;

    }

    var children = connections.get( FBX_ID ).children;

    var parameters = parseParameters( materialNode.properties, textureMap, children );

    var material;

    switch ( type.toLowerCase() ) {

        case 'phong':
            material = new THREE.MeshPhongMaterial();
            break;
        case 'lambert':
            material = new THREE.MeshLambertMaterial();
            break;
        default:
            console.warn( 'FBXLoader: No implementation given for material type %s in FBXLoader.js. Defaulting to basic material.', type );
            material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
            break;

    }

    material.setValues( parameters );
    material.name = name;

    return material;

}

/**
 * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
 */
/**
 * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
 */
/**
 * @param {FBXMaterialProperties} properties
 * @param {Map<number, THREE.Texture>} textureMap
 * @param {{ID: number, relationship: string}[]} childrenRelationships
 * @returns {THREEMaterialParameterPack}
 */
function parseParameters( properties, textureMap, childrenRelationships ) {

    var parameters = {};

    if ( properties.Diffuse ) {

        parameters.color = parseColor( properties.Diffuse );

    }
    if ( properties.Specular ) {

        parameters.specular = parseColor( properties.Specular );

    }
    if ( properties.Shininess ) {

        parameters.shininess = properties.Shininess.value;

    }
    if ( properties.Emissive ) {

        parameters.emissive = parseColor( properties.Emissive );

    }
    if ( properties.EmissiveFactor ) {

        parameters.emissiveIntensity = properties.EmissiveFactor.value;

    }
    if ( properties.Opacity ) {

        parameters.opacity = properties.Opacity.value;

    }
    if ( parameters.opacity < 1.0 ) {

        parameters.transparent = true;

    }

    for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {

        var relationship = childrenRelationships[ childrenRelationshipsIndex ];

        var type = relationship.relationship;

        switch ( type ) {

            case 'DiffuseColor':
            case ' "DiffuseColor':
                parameters.map = textureMap.get( relationship.ID );
                break;

            case 'Bump':
            case ' "Bump':
                parameters.bumpMap = textureMap.get( relationship.ID );
                break;

            case 'NormalMap':
            case ' "NormalMap':
                parameters.normalMap = textureMap.get( relationship.ID );
                break;

            case 'AmbientColor':
            case 'EmissiveColor':
            case ' "AmbientColor':
            case ' "EmissiveColor':
            default:
                console.warn( 'FBXLoader: Unknown texture application of type %s, skipping texture.', type );
                break;

        }

    }

    return parameters;

}

/**
 * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
 * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
 * @returns {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>}
 */
function parseDeformers( FBXTree, connections ) {

    var deformers = {};

    if ( 'Deformer' in FBXTree.Objects.subNodes ) {

        var DeformerNodes = FBXTree.Objects.subNodes.Deformer;

        for ( var nodeID in DeformerNodes ) {

            var deformerNode = DeformerNodes[ nodeID ];

            if ( deformerNode.attrType === 'Skin' ) {

                var conns = connections.get( parseInt( nodeID ) );
                var skeleton = parseSkeleton( conns, DeformerNodes );
                skeleton.FBX_ID = parseInt( nodeID );

                deformers[ nodeID ] = skeleton;

            }

        }

    }

    return deformers;

}

/**
 * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
 * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
 * @returns {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}}
 */
function parseSkeleton( connections, DeformerNodes ) {

    var subDeformers = {};
    var children = connections.children;

    for ( var i = 0, l = children.length; i < l; ++ i ) {

        var child = children[ i ];

        var subDeformerNode = DeformerNodes[ child.ID ];

        var subDeformer = {
            FBX_ID: child.ID,
            index: i,
            indices: [],
            weights: [],
            transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
            transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
            linkMode: subDeformerNode.properties.Mode
        };

        if ( 'Indexes' in subDeformerNode.subNodes ) {

            subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
            subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );

        }

        subDeformers[ child.ID ] = subDeformer;

    }

    return {
        map: subDeformers,
        bones: []
    };

}

/**
 * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
 * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers
 * @returns {Map<number, THREE.BufferGeometry>}
 */
function parseGeometries( FBXTree, connections, deformers ) {

    var geometryMap = new Map();

    if ( 'Geometry' in FBXTree.Objects.subNodes ) {

        var geometryNodes = FBXTree.Objects.subNodes.Geometry;

        for ( var nodeID in geometryNodes ) {

            var relationships = connections.get( parseInt( nodeID ) );
            var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
            geometryMap.set( parseInt( nodeID ), geo );

        }

    }

    return geometryMap;

}

/**
 * Generates BufferGeometry from FBXGeometryNode.
 * @param {FBXGeometryNode} geometryNode
 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers
 * @returns {THREE.BufferGeometry}
 */
function parseGeometry( geometryNode, relationships, deformers ) {

    switch ( geometryNode.attrType ) {

        case 'Mesh':
            return parseMeshGeometry( geometryNode, relationships, deformers );
            break;

        case 'NurbsCurve':
            return parseNurbsGeometry( geometryNode );
            break;

    }

}

/**
 * Specialty function for parsing Mesh based Geometry Nodes.
 * @param {FBXGeometryNode} geometryNode
 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers - Map object of deformers and subDeformers by ID.
 * @returns {THREE.BufferGeometry}
 */
function parseMeshGeometry( geometryNode, relationships, deformers ) {

    for ( var i = 0; i < relationships.children.length; ++ i ) {

        var deformer = deformers[ relationships.children[ i ].ID ];
        if ( deformer !== undefined ) break;

    }

    return genGeometry( geometryNode, deformer );

}

/**
 * @param {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}} deformer - Skeleton representation for geometry instance.
 * @returns {THREE.BufferGeometry}
 */
function genGeometry( geometryNode, deformer ) {

    var geometry = new Geometry();

    var subNodes = geometryNode.subNodes;

    // First, each index is going to be its own vertex.

    var vertexBuffer = parseFloatArray( subNodes.Vertices.properties.a );
    var indexBuffer = parseIntArray( subNodes.PolygonVertexIndex.properties.a );

    if ( subNodes.LayerElementNormal ) {

        var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );

    }

    if ( subNodes.LayerElementUV ) {

        var uvInfo = getUVs( subNodes.LayerElementUV[ 0 ] );

    }

    if ( subNodes.LayerElementColor ) {

        var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );

    }

    if ( subNodes.LayerElementMaterial ) {

        var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );

    }

    var weightTable = {};

    if ( deformer ) {

        var subDeformers = deformer.map;

        for ( var key in subDeformers ) {

            var subDeformer = subDeformers[ key ];
            var indices = subDeformer.indices;

            for ( var j = 0; j < indices.length; j ++ ) {

                var index = indices[ j ];
                var weight = subDeformer.weights[ j ];

                if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];

                weightTable[ index ].push( {
                    id: subDeformer.index,
                    weight: weight
                } );

            }

        }

    }

    var faceVertexBuffer = [];
    var polygonIndex = 0;
    var displayedWeightsWarning = false;

    for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {

        var vertexIndex = indexBuffer[ polygonVertexIndex ];

        var endOfFace = false;

        if ( vertexIndex < 0 ) {

            vertexIndex = vertexIndex ^ - 1;
            indexBuffer[ polygonVertexIndex ] = vertexIndex;
            endOfFace = true;

        }

        var vertex = new Vertex();
        var weightIndices = [];
        var weights = [];

        vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );

        if ( deformer ) {

            if ( weightTable[ vertexIndex ] !== undefined ) {

                var array = weightTable[ vertexIndex ];

                for ( var j = 0, jl = array.length; j < jl; j ++ ) {

                    weights.push( array[ j ].weight );
                    weightIndices.push( array[ j ].id );

                }

            }

            if ( weights.length > 4 ) {

                if ( ! displayedWeightsWarning ) {

                    console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
                    displayedWeightsWarning = true;

                }

                var WIndex = [ 0, 0, 0, 0 ];
                var Weight = [ 0, 0, 0, 0 ];

                weights.forEach( function ( weight, weightIndex ) {

                    var currentWeight = weight;
                    var currentIndex = weightIndices[ weightIndex ];

                    Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {

                        if ( currentWeight > comparedWeight ) {

                            comparedWeightArray[ comparedWeightIndex ] = currentWeight;
                            currentWeight = comparedWeight;

                            var tmp = WIndex[ comparedWeightIndex ];
                            WIndex[ comparedWeightIndex ] = currentIndex;
                            currentIndex = tmp;

                        }

                    } );

                } );

                weightIndices = WIndex;
                weights = Weight;

            }

            for ( var i = weights.length; i < 4; ++ i ) {

                weights[ i ] = 0;
                weightIndices[ i ] = 0;

            }

            vertex.skinWeights.fromArray( weights );
            vertex.skinIndices.fromArray( weightIndices );

        }

        if ( normalInfo ) {

            vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );

        }

        if ( uvInfo ) {

            vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );

        }

        if ( colorInfo ) {

            vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) );

        }

        faceVertexBuffer.push( vertex );

        if ( endOfFace ) {

            var face = new Face();
            face.genTrianglesFromVertices( faceVertexBuffer );

            if ( materialInfo !== undefined ) {

                var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
                face.materialIndex = materials[ 0 ];

            } else {

                // Seems like some models don't have materialInfo(subNodes.LayerElementMaterial).
                // Set 0 in such a case.
                face.materialIndex = 0;

            }

            geometry.faces.push( face );
            faceVertexBuffer = [];
            polygonIndex ++;

            endOfFace = false;

        }

    }

    /**
     * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
     */
    var bufferInfo = geometry.flattenToBuffers();

    var geo = new THREE.BufferGeometry();
    geo.name = geometryNode.name;
    geo.addAttribute( 'position', new THREE.Float32BufferAttribute( bufferInfo.vertexBuffer, 3 ) );

    if ( bufferInfo.normalBuffer.length > 0 ) {

        geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( bufferInfo.normalBuffer, 3 ) );

    }
    if ( bufferInfo.uvBuffer.length > 0 ) {

        geo.addAttribute( 'uv', new THREE.Float32BufferAttribute( bufferInfo.uvBuffer, 2 ) );

    }
    if ( subNodes.LayerElementColor ) {

        geo.addAttribute( 'color', new THREE.Float32BufferAttribute( bufferInfo.colorBuffer, 3 ) );

    }

    if ( deformer ) {

        geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );

        geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );

        geo.FBX_Deformer = deformer;

    }

    // Convert the material indices of each vertex into rendering groups on the geometry.

    var materialIndexBuffer = bufferInfo.materialIndexBuffer;
    var prevMaterialIndex = materialIndexBuffer[ 0 ];
    var startIndex = 0;

    for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {

        if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {

            geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );

            prevMaterialIndex = materialIndexBuffer[ i ];
            startIndex = i;

        }

    }

    return geo;

}

/**
 * Parses normal information for geometry.
 * @param {FBXGeometryNode} geometryNode
 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
 */
function getNormals( NormalNode ) {

    var mappingType = NormalNode.properties.MappingInformationType;
    var referenceType = NormalNode.properties.ReferenceInformationType;
    var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
    var indexBuffer = [];
    if ( referenceType === 'IndexToDirect' ) {

        if ( 'NormalIndex' in NormalNode.subNodes ) {

            indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );

        } else if ( 'NormalsIndex' in NormalNode.subNodes ) {

            indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );

        }

    }

    return {
        dataSize: 3,
        buffer: buffer,
        indices: indexBuffer,
        mappingType: mappingType,
        referenceType: referenceType
    };

}

/**
 * Parses UV information for geometry.
 * @param {FBXGeometryNode} geometryNode
 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
 */
function getUVs( UVNode ) {

    var mappingType = UVNode.properties.MappingInformationType;
    var referenceType = UVNode.properties.ReferenceInformationType;
    var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
    var indexBuffer = [];
    if ( referenceType === 'IndexToDirect' ) {

        indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );

    }

    return {
        dataSize: 2,
        buffer: buffer,
        indices: indexBuffer,
        mappingType: mappingType,
        referenceType: referenceType
    };

}

/**
 * Parses Vertex Color information for geometry.
 * @param {FBXGeometryNode} geometryNode
 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
 */
function getColors( ColorNode ) {

    var mappingType = ColorNode.properties.MappingInformationType;
    var referenceType = ColorNode.properties.ReferenceInformationType;
    var buffer = parseFloatArray( ColorNode.subNodes.Colors.properties.a );
    var indexBuffer = [];
    if ( referenceType === 'IndexToDirect' ) {

        indexBuffer = parseFloatArray( ColorNode.subNodes.ColorIndex.properties.a );

    }

    return {
        dataSize: 4,
        buffer: buffer,
        indices: indexBuffer,
        mappingType: mappingType,
        referenceType: referenceType
    };

}

/**
 * Parses material application information for geometry.
 * @param {FBXGeometryNode}
 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
 */
function getMaterials( MaterialNode ) {

    var mappingType = MaterialNode.properties.MappingInformationType;
    var referenceType = MaterialNode.properties.ReferenceInformationType;

    if ( mappingType === 'NoMappingInformation' ) {

        return {
            dataSize: 1,
            buffer: [ 0 ],
            indices: [ 0 ],
            mappingType: 'AllSame',
            referenceType: referenceType
        };

    }

    var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );

    // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
    // we expect.  So we create an intermediate buffer that points to the index in the buffer,
    // for conforming with the other functions we've written for other data.
    var materialIndices = [];

    for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {

        materialIndices.push( materialIndexBufferIndex );

    }

    return {
        dataSize: 1,
        buffer: materialIndexBuffer,
        indices: materialIndices,
        mappingType: mappingType,
        referenceType: referenceType
    };

}

/**
 * Function uses the infoObject and given indices to return value array of object.
 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
 * @param {number} polygonIndex - Index of polygon in geometry.
 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
 * @returns {number[]}
 */

var dataArray = [];

var GetData = {

    ByPolygonVertex: {

        /**
         * Function uses the infoObject and given indices to return value array of object.
         * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
         * @param {number} polygonIndex - Index of polygon in geometry.
         * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
         * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
         * @returns {number[]}
         */
        Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {

            var from = ( polygonVertexIndex * infoObject.dataSize );
            var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;

            // return infoObject.buffer.slice( from, to );
            return slice( dataArray, infoObject.buffer, from, to );

        },

        /**
         * Function uses the infoObject and given indices to return value array of object.
         * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
         * @param {number} polygonIndex - Index of polygon in geometry.
         * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
         * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
         * @returns {number[]}
         */
        IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {

            var index = infoObject.indices[ polygonVertexIndex ];
            var from = ( index * infoObject.dataSize );
            var to = ( index * infoObject.dataSize ) + infoObject.dataSize;

            // return infoObject.buffer.slice( from, to );
            return slice( dataArray, infoObject.buffer, from, to );

        }

    },

    ByPolygon: {

        /**
         * Function uses the infoObject and given indices to return value array of object.
         * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
         * @param {number} polygonIndex - Index of polygon in geometry.
         * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
         * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
         * @returns {number[]}
         */
        Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {

            var from = polygonIndex * infoObject.dataSize;
            var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;

            // return infoObject.buffer.slice( from, to );
            return slice( dataArray, infoObject.buffer, from, to );

        },

        /**
         * Function uses the infoObject and given indices to return value array of object.
         * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
         * @param {number} polygonIndex - Index of polygon in geometry.
         * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
         * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
         * @returns {number[]}
         */
        IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {

            var index = infoObject.indices[ polygonIndex ];
            var from = index * infoObject.dataSize;
            var to = index * infoObject.dataSize + infoObject.dataSize;

            // return infoObject.buffer.slice( from, to );
            return slice( dataArray, infoObject.buffer, from, to );

        }

    },

    ByVertice: {

        Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {

            var from = ( vertexIndex * infoObject.dataSize );
            var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;

            // return infoObject.buffer.slice( from, to );
            return slice( dataArray, infoObject.buffer, from, to );

        }

    },

    AllSame: {

        /**
         * Function uses the infoObject and given indices to return value array of object.
         * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
         * @param {number} polygonIndex - Index of polygon in geometry.
         * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
         * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
         * @returns {number[]}
         */
        IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {

            var from = infoObject.indices[ 0 ] * infoObject.dataSize;
            var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;

            // return infoObject.buffer.slice( from, to );
            return slice( dataArray, infoObject.buffer, from, to );

        }

    }

};

function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {

    return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );

}

/**
 * Specialty function for parsing NurbsCurve based Geometry Nodes.
 * @param {FBXGeometryNode} geometryNode
 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
 * @returns {THREE.BufferGeometry}
 */
function parseNurbsGeometry( geometryNode ) {

    if ( THREE.NURBSCurve === undefined ) {

        console.error( 'FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
        return new THREE.BufferGeometry();

    }

    var order = parseInt( geometryNode.properties.Order );

    if ( isNaN( order ) ) {

        console.error( 'FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
        return new THREE.BufferGeometry();

    }

    var degree = order - 1;

    var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
    var controlPoints = [];
    var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );

    for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {

        controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );

    }

    var startKnot, endKnot;

    if ( geometryNode.properties.Form === 'Closed' ) {

        controlPoints.push( controlPoints[ 0 ] );

    } else if ( geometryNode.properties.Form === 'Periodic' ) {

        startKnot = degree;
        endKnot = knots.length - 1 - startKnot;

        for ( var i = 0; i < degree; ++ i ) {

            controlPoints.push( controlPoints[ i ] );

        }

    }

    var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
    var vertices = curve.getPoints( controlPoints.length * 7 );

    var positions = new Float32Array( vertices.length * 3 );

    for ( var i = 0, l = vertices.length; i < l; ++ i ) {

        vertices[ i ].toArray( positions, i * 3 );

    }

    var geometry = new THREE.BufferGeometry();
    geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );

    return geometry;

}

/**
 * Finally generates Scene graph and Scene graph Objects.
 * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers
 * @param {Map<number, THREE.BufferGeometry>} geometryMap
 * @param {Map<number, THREE.Material>} materialMap
 * @returns {THREE.Group}
 */
function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {

    var sceneGraph = new THREE.Group();

    var ModelNode = FBXTree.Objects.subNodes.Model;

    /**
     * @type {Array.<THREE.Object3D>}
     */
    var modelArray = [];

    /**
     * @type {Map.<number, THREE.Object3D>}
     */
    var modelMap = new Map();

    for ( var nodeID in ModelNode ) {

        var id = parseInt( nodeID );
        var node = ModelNode[ nodeID ];
        var conns = connections.get( id );
        var model = null;

        for ( var i = 0; i < conns.parents.length; ++ i ) {

            for ( var FBX_ID in deformers ) {

                var deformer = deformers[ FBX_ID ];
                var subDeformers = deformer.map;
                var subDeformer = subDeformers[ conns.parents[ i ].ID ];

                if ( subDeformer ) {

                    var model2 = model;
                    model = new THREE.Bone();
                    deformer.bones[ subDeformer.index ] = model;

                    // seems like we need this not to make non-connected bone, maybe?
                    // TODO: confirm
                    if ( model2 !== null ) model.add( model2 );

                }

            }

        }

        if ( ! model ) {

            switch ( node.attrType ) {

                case 'Mesh':
                    /**
                     * @type {?THREE.BufferGeometry}
                     */
                    var geometry = null;

                    /**
                     * @type {THREE.MultiMaterial|THREE.Material}
                     */
                    var material = null;

                    /**
                     * @type {Array.<THREE.Material>}
                     */
                    var materials = [];

                    for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {

                        var child = conns.children[ childrenIndex ];

                        if ( geometryMap.has( child.ID ) ) {

                            geometry = geometryMap.get( child.ID );

                        }

                        if ( materialMap.has( child.ID ) ) {

                            materials.push( materialMap.get( child.ID ) );

                        }

                    }
                    if ( materials.length > 1 ) {

                        material = materials;

                    } else if ( materials.length > 0 ) {

                        material = materials[ 0 ];

                    } else {

                        material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
                        materials.push( material );

                    }
                    if ( 'color' in geometry.attributes ) {

                        for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++materialIndex ) {

                            materials[ materialIndex ].vertexColors = THREE.VertexColors;

                        }

                    }
                    if ( geometry.FBX_Deformer ) {

                        for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {

                            materials[ materialsIndex ].skinning = true;

                        }
                        model = new THREE.SkinnedMesh( geometry, material );

                    } else {

                        model = new THREE.Mesh( geometry, material );

                    }
                    break;

                case 'NurbsCurve':
                    var geometry = null;

                    for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {

                        var child = conns.children[ childrenIndex ];

                        if ( geometryMap.has( child.ID ) ) {

                            geometry = geometryMap.get( child.ID );

                        }

                    }

                    // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
                    material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
                    model = new THREE.Line( geometry, material );
                    break;

                default:
                    model = new THREE.Object3D();
                    break;

            }

        }

        model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
        model.FBX_ID = id;

        modelArray.push( model );
        modelMap.set( id, model );

    }

    for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {

        var model = modelArray[ modelArrayIndex ];

        var node = ModelNode[ model.FBX_ID ];

        if ( 'Lcl_Translation' in node.properties ) {

            model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );

        }

        if ( 'Lcl_Rotation' in node.properties ) {

            var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( degreeToRadian );
            rotation.push( 'ZYX' );
            model.rotation.fromArray( rotation );

        }

        if ( 'Lcl_Scaling' in node.properties ) {

            model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );

        }

        if ( 'PreRotation' in node.properties ) {

            var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( DEG2RAD ), 'ZYX' );
            preRotations = new THREE.Quaternion().setFromEuler( preRotations );
            var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
            preRotations.multiply( currentRotation );
            model.rotation.setFromQuaternion( preRotations, 'ZYX' );

        }

        var conns = connections.get( model.FBX_ID );
        for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {

            var pIndex = findIndex( modelArray, function ( mod ) {

                return mod.FBX_ID === conns.parents[ parentIndex ].ID;

            } );
            if ( pIndex > - 1 ) {

                modelArray[ pIndex ].add( model );
                break;

            }

        }
        if ( model.parent === null ) {

            sceneGraph.add( model );

        }

    }


    // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
    sceneGraph.updateMatrixWorld( true );

    // Put skeleton into bind pose.
    var BindPoseNode = FBXTree.Objects.subNodes.Pose;
    for ( var nodeID in BindPoseNode ) {

        if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {

            BindPoseNode = BindPoseNode[ nodeID ];
            break;

        }

    }
    if ( BindPoseNode ) {

        var PoseNode = BindPoseNode.subNodes.PoseNode;
        var worldMatrices = new Map();

        for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {

            var node = PoseNode[ PoseNodeIndex ];

            var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );

            worldMatrices.set( parseInt( node.id ), rawMatWrd );

        }

    }

    for ( var FBX_ID in deformers ) {

        var deformer = deformers[ FBX_ID ];
        var subDeformers = deformer.map;

        for ( var key in subDeformers ) {

            var subDeformer = subDeformers[ key ];
            var subDeformerIndex = subDeformer.index;

            /**
             * @type {THREE.Bone}
             */
            var bone = deformer.bones[ subDeformerIndex ];
            if ( ! worldMatrices.has( bone.FBX_ID ) ) {

                break;

            }
            var mat = worldMatrices.get( bone.FBX_ID );
            bone.matrixWorld.copy( mat );

        }

        // Now that skeleton is in bind pose, bind to model.
        deformer.skeleton = new THREE.Skeleton( deformer.bones );

        var conns = connections.get( deformer.FBX_ID );
        var parents = conns.parents;

        for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {

            var parent = parents[ parentsIndex ];

            if ( geometryMap.has( parent.ID ) ) {

                var geoID = parent.ID;
                var geoConns = connections.get( geoID );

                for ( var i = 0; i < geoConns.parents.length; ++ i ) {

                    if ( modelMap.has( geoConns.parents[ i ].ID ) ) {

                        var model = modelMap.get( geoConns.parents[ i ].ID );
                        //ASSERT model typeof SkinnedMesh
                        model.bind( deformer.skeleton, model.matrixWorld );
                        break;

                    }

                }

            }

        }

    }

    //Skeleton is now bound, return objects to starting
    //world positions.
    sceneGraph.updateMatrixWorld( true );

    // Silly hack with the animation parsing.  We're gonna pretend the scene graph has a skeleton
    // to attach animations to, since FBXs treat animations as animations for the entire scene,
    // not just for individual objects.
    sceneGraph.skeleton = {
        bones: modelArray
    };

    var animations = parseAnimations( FBXTree, connections, sceneGraph );

    addAnimations( sceneGraph, animations );

    return sceneGraph;

}

/**
 * Parses animation information from FBXTree and generates an AnimationInfoObject.
 * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
 */
function parseAnimations( FBXTree, connections, sceneGraph ) {

    var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
    var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
    var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
    var rawStacks = FBXTree.Objects.subNodes.AnimationStack;

    /**
     * @type {{
             curves: Map<number, {
             T: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                };
            },
                R: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                };
            },
                S: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                };
            }
            }>,
            layers: Map<number, {
            T: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                },
            },
            R: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                },
            },
            S: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                },
            }
            }[]>,
            stacks: Map<number, {
                name: string,
                layers: {
                T: {
                    id: number;
                    attr: string;
                    internalID: number;
                    attrX: boolean;
                    attrY: boolean;
                    attrZ: boolean;
                    containerBoneID: number;
                    containerID: number;
                    curves: {
                        x: {
                            version: any;
                            id: number;
                            internalID: number;
                            times: number[];
                            values: number[];
                            attrFlag: number[];
                            attrData: number[];
                        };
                        y: {
                            version: any;
                            id: number;
                            internalID: number;
                            times: number[];
                            values: number[];
                            attrFlag: number[];
                            attrData: number[];
                        };
                        z: {
                            version: any;
                            id: number;
                            internalID: number;
                            times: number[];
                            values: number[];
                            attrFlag: number[];
                            attrData: number[];
                        };
                    };
                };
                R: {
                    id: number;
                    attr: string;
                    internalID: number;
                    attrX: boolean;
                    attrY: boolean;
                    attrZ: boolean;
                    containerBoneID: number;
                    containerID: number;
                    curves: {
                        x: {
                            version: any;
                            id: number;
                            internalID: number;
                            times: number[];
                            values: number[];
                            attrFlag: number[];
                            attrData: number[];
                        };
                        y: {
                            version: any;
                            id: number;
                            internalID: number;
                            times: number[];
                            values: number[];
                            attrFlag: number[];
                            attrData: number[];
                        };
                        z: {
                            version: any;
                            id: number;
                            internalID: number;
                            times: number[];
                            values: number[];
                            attrFlag: number[];
                            attrData: number[];
                        };
                    };
                };
                S: {
                    id: number;
                    attr: string;
                    internalID: number;
                    attrX: boolean;
                    attrY: boolean;
                    attrZ: boolean;
                    containerBoneID: number;
                    containerID: number;
                    curves: {
                        x: {
                            version: any;
                            id: number;
                            internalID: number;
                            times: number[];
                            values: number[];
                            attrFlag: number[];
                            attrData: number[];
                        };
                        y: {
                            version: any;
                            id: number;
                            internalID: number;
                            times: number[];
                            values: number[];
                            attrFlag: number[];
                            attrData: number[];
                        };
                        z: {
                            version: any;
                            id: number;
                            internalID: number;
                            times: number[];
                            values: number[];
                            attrFlag: number[];
                            attrData: number[];
                        };
                    };
                };
            }[][],
            length: number,
            frames: number }>,
            length: number,
            fps: number,
            frames: number
        }}
        */
    var returnObject = {
        curves: new Map(),
        layers: {},
        stacks: {},
        length: 0,
        fps: 30,
        frames: 0
    };

    /**
     * @type {Array.<{
            id: number;
            attr: string;
            internalID: number;
            attrX: boolean;
            attrY: boolean;
            attrZ: boolean;
            containerBoneID: number;
            containerID: number;
        }>}
        */
    var animationCurveNodes = [];
    for ( var nodeID in rawNodes ) {

        if ( nodeID.match( /\d+/ ) ) {

            var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
            animationCurveNodes.push( animationNode );

        }

    }

    /**
     * @type {Map.<number, {
            id: number,
            attr: string,
            internalID: number,
            attrX: boolean,
            attrY: boolean,
            attrZ: boolean,
            containerBoneID: number,
            containerID: number,
            curves: {
                x: {
                    version: any,
                    id: number,
                    internalID: number,
                    times: number[],
                    values: number[],
                    attrFlag: number[],
                    attrData: number[],
                },
                y: {
                    version: any,
                    id: number,
                    internalID: number,
                    times: number[],
                    values: number[],
                    attrFlag: number[],
                    attrData: number[],
                },
                z: {
                    version: any,
                    id: number,
                    internalID: number,
                    times: number[],
                    values: number[],
                    attrFlag: number[],
                    attrData: number[],
                }
            }
        }>}
        */
    var tmpMap = new Map();
    for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {

        if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {

            continue;

        }
        tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );

    }


    /**
     * @type {{
            version: any,
            id: number,
            internalID: number,
            times: number[],
            values: number[],
            attrFlag: number[],
            attrData: number[],
        }[]}
        */
    var animationCurves = [];
    for ( nodeID in rawCurves ) {

        if ( nodeID.match( /\d+/ ) ) {

            var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );

            // seems like this check would be necessary?
            if ( ! connections.has( animationCurve.id ) ) continue;

            animationCurves.push( animationCurve );

            var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
            var firstParentID = firstParentConn.ID;
            var firstParentRelationship = firstParentConn.relationship;
            var axis = '';

            if ( firstParentRelationship.match( /X/ ) ) {

                axis = 'x';

            } else if ( firstParentRelationship.match( /Y/ ) ) {

                axis = 'y';

            } else if ( firstParentRelationship.match( /Z/ ) ) {

                axis = 'z';

            } else {

                continue;

            }

            tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;

        }

    }

    tmpMap.forEach( function ( curveNode ) {

        var id = curveNode.containerBoneID;
        if ( ! returnObject.curves.has( id ) ) {

            returnObject.curves.set( id, { T: null, R: null, S: null } );

        }
        returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
        if ( curveNode.attr === 'R' ) {

            var curves = curveNode.curves;

            // Seems like some FBX files have AnimationCurveNode
            // which doesn't have any connected AnimationCurve.
            // Setting animation parameter for them here.

            if ( curves.x === null ) {

                curves.x = {
                    version: null,
                    times: [ 0.0 ],
                    values: [ 0.0 ]
                };

            }

            if ( curves.y === null ) {

                curves.y = {
                    version: null,
                    times: [ 0.0 ],
                    values: [ 0.0 ]
                };

            }

            if ( curves.z === null ) {

                curves.z = {
                    version: null,
                    times: [ 0.0 ],
                    values: [ 0.0 ]
                };

            }

            curves.x.values = curves.x.values.map( degreeToRadian );
            curves.y.values = curves.y.values.map( degreeToRadian );
            curves.z.values = curves.z.values.map( degreeToRadian );

            if ( curveNode.preRotations !== null ) {

                var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
                preRotations = new THREE.Quaternion().setFromEuler( preRotations );
                var frameRotation = new THREE.Euler();
                var frameRotationQuaternion = new THREE.Quaternion();
                for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {

                    frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
                    frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
                    frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
                    curves.x.values[ frame ] = frameRotation.x;
                    curves.y.values[ frame ] = frameRotation.y;
                    curves.z.values[ frame ] = frameRotation.z;

                }

            }

        }

    } );

    for ( var nodeID in rawLayers ) {

        /**
         * @type {{
            T: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                },
            },
            R: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                },
            },
            S: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                },
            }
            }[]}
            */
        var layer = [];
        var children = connections.get( parseInt( nodeID ) ).children;

        for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {

            // Skip lockInfluenceWeights
            if ( tmpMap.has( children[ childIndex ].ID ) ) {

                var curveNode = tmpMap.get( children[ childIndex ].ID );
                var boneID = curveNode.containerBoneID;
                if ( layer[ boneID ] === undefined ) {

                    layer[ boneID ] = {
                        T: null,
                        R: null,
                        S: null
                    };

                }

                layer[ boneID ][ curveNode.attr ] = curveNode;

            }

        }

        returnObject.layers[ nodeID ] = layer;

    }

    for ( var nodeID in rawStacks ) {

        var layers = [];
        var children = connections.get( parseInt( nodeID ) ).children;
        var timestamps = { max: 0, min: Number.MAX_VALUE };

        for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {

            var currentLayer = returnObject.layers[ children[ childIndex ].ID ];

            if ( currentLayer !== undefined ) {

                layers.push( currentLayer );

                for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {

                    var layer = currentLayer[ currentLayerIndex ];

                    if ( layer ) {

                        getCurveNodeMaxMinTimeStamps( layer, timestamps );

                    }

                }

            }

        }

        // Do we have an animation clip with actual length?
        if ( timestamps.max > timestamps.min ) {

            returnObject.stacks[ nodeID ] = {
                name: rawStacks[ nodeID ].attrName,
                layers: layers,
                length: timestamps.max - timestamps.min,
                frames: ( timestamps.max - timestamps.min ) * 30
            };

        }

    }

    return returnObject;

}

/**
 * @param {Object} FBXTree
 * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
 * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
 */
function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {

    var rawModels = FBXTree.Objects.subNodes.Model;

    var returnObject = {
        /**
         * @type {number}
         */
        id: animationCurveNode.id,

        /**
         * @type {string}
         */
        attr: animationCurveNode.attrName,

        /**
         * @type {number}
         */
        internalID: animationCurveNode.id,

        /**
         * @type {boolean}
         */
        attrX: false,

        /**
         * @type {boolean}
         */
        attrY: false,

        /**
         * @type {boolean}
         */
        attrZ: false,

        /**
         * @type {number}
         */
        containerBoneID: - 1,

        /**
         * @type {number}
         */
        containerID: - 1,

        curves: {
            x: null,
            y: null,
            z: null
        },

        /**
         * @type {number[]}
         */
        preRotations: null
    };

    if ( returnObject.attr.match( /S|R|T/ ) ) {

        for ( var attributeKey in animationCurveNode.properties ) {

            if ( attributeKey.match( /X/ ) ) {

                returnObject.attrX = true;

            }
            if ( attributeKey.match( /Y/ ) ) {

                returnObject.attrY = true;

            }
            if ( attributeKey.match( /Z/ ) ) {

                returnObject.attrZ = true;

            }

        }

    } else {

        return null;

    }

    var conns = connections.get( returnObject.id );
    var containerIndices = conns.parents;

    for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {

        var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {

            return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;

        } );
        if ( boneID > - 1 ) {

            returnObject.containerBoneID = boneID;
            returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
            var model = rawModels[ returnObject.containerID.toString() ];
            if ( 'PreRotation' in model.properties ) {

                returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );

            }
            break;

        }

    }

    return returnObject;

}

/**
 * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
 */
function parseAnimationCurve( animationCurve ) {

    return {
        version: null,
        id: animationCurve.id,
        internalID: animationCurve.id,
        times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( convertFBXTimeToSeconds ),
        values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),

        attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
        attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
    };

}

/**
 * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
 * than the max or min respectively.
 * @param {{
            T: {
                    id: number,
                    attr: string,
                    internalID: number,
                    attrX: boolean,
                    attrY: boolean,
                    attrZ: boolean,
                    containerBoneID: number,
                    containerID: number,
                    curves: {
                            x: {
                                    version: any,
                                    id: number,
                                    internalID: number,
                                    times: number[],
                                    values: number[],
                                    attrFlag: number[],
                                    attrData: number[],
                            },
                            y: {
                                    version: any,
                                    id: number,
                                    internalID: number,
                                    times: number[],
                                    values: number[],
                                    attrFlag: number[],
                                    attrData: number[],
                            },
                            z: {
                                    version: any,
                                    id: number,
                                    internalID: number,
                                    times: number[],
                                    values: number[],
                                    attrFlag: number[],
                                    attrData: number[],
                            },
                    },
            },
            R: {
                    id: number,
                    attr: string,
                    internalID: number,
                    attrX: boolean,
                    attrY: boolean,
                    attrZ: boolean,
                    containerBoneID: number,
                    containerID: number,
                    curves: {
                            x: {
                                    version: any,
                                    id: number,
                                    internalID: number,
                                    times: number[],
                                    values: number[],
                                    attrFlag: number[],
                                    attrData: number[],
                            },
                            y: {
                                    version: any,
                                    id: number,
                                    internalID: number,
                                    times: number[],
                                    values: number[],
                                    attrFlag: number[],
                                    attrData: number[],
                            },
                            z: {
                                    version: any,
                                    id: number,
                                    internalID: number,
                                    times: number[],
                                    values: number[],
                                    attrFlag: number[],
                                    attrData: number[],
                            },
                    },
            },
            S: {
                    id: number,
                    attr: string,
                    internalID: number,
                    attrX: boolean,
                    attrY: boolean,
                    attrZ: boolean,
                    containerBoneID: number,
                    containerID: number,
                    curves: {
                            x: {
                                    version: any,
                                    id: number,
                                    internalID: number,
                                    times: number[],
                                    values: number[],
                                    attrFlag: number[],
                                    attrData: number[],
                            },
                            y: {
                                    version: any,
                                    id: number,
                                    internalID: number,
                                    times: number[],
                                    values: number[],
                                    attrFlag: number[],
                                    attrData: number[],
                            },
                            z: {
                                    version: any,
                                    id: number,
                                    internalID: number,
                                    times: number[],
                                    values: number[],
                                    attrFlag: number[],
                                    attrData: number[],
                            },
                    },
            },
    }} layer
    */
function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {

    if ( layer.R ) {

        getCurveMaxMinTimeStamp( layer.R.curves, timestamps );

    }
    if ( layer.S ) {

        getCurveMaxMinTimeStamp( layer.S.curves, timestamps );

    }
    if ( layer.T ) {

        getCurveMaxMinTimeStamp( layer.T.curves, timestamps );

    }

}

/**
 * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
 * exceeds the maximum or minimum.
 * @param {{
            x: {
                    version: any,
                    id: number,
                    internalID: number,
                    times: number[],
                    values: number[],
                    attrFlag: number[],
                    attrData: number[],
            },
            y: {
                    version: any,
                    id: number,
                    internalID: number,
                    times: number[],
                    values: number[],
                    attrFlag: number[],
                    attrData: number[],
            },
            z: {
                    version: any,
                    id: number,
                    internalID: number,
                    times: number[],
                    values: number[],
                    attrFlag: number[],
                    attrData: number[],
            }
    }} curve
    */
function getCurveMaxMinTimeStamp( curve, timestamps ) {

    if ( curve.x ) {

        getCurveAxisMaxMinTimeStamps( curve.x, timestamps );

    }
    if ( curve.y ) {

        getCurveAxisMaxMinTimeStamps( curve.y, timestamps );

    }
    if ( curve.z ) {

        getCurveAxisMaxMinTimeStamps( curve.z, timestamps );

    }

}

/**
 * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
 * @param {{times: number[]}} axis
 */
function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {

    timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
    timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;

}

/**
 * @param {{
    curves: Map<number, {
        T: {
            id: number;
            attr: string;
            internalID: number;
            attrX: boolean;
            attrY: boolean;
            attrZ: boolean;
            containerBoneID: number;
            containerID: number;
            curves: {
                x: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                y: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                z: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
            };
        };
        R: {
            id: number;
            attr: string;
            internalID: number;
            attrX: boolean;
            attrY: boolean;
            attrZ: boolean;
            containerBoneID: number;
            containerID: number;
            curves: {
                x: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                y: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                z: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
            };
        };
        S: {
            id: number;
            attr: string;
            internalID: number;
            attrX: boolean;
            attrY: boolean;
            attrZ: boolean;
            containerBoneID: number;
            containerID: number;
            curves: {
                x: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                y: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                z: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
            };
        };
    }>;
    layers: Map<number, {
        T: {
            id: number;
            attr: string;
            internalID: number;
            attrX: boolean;
            attrY: boolean;
            attrZ: boolean;
            containerBoneID: number;
            containerID: number;
            curves: {
                x: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                y: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                z: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
            };
        };
        R: {
            id: number;
            attr: string;
            internalID: number;
            attrX: boolean;
            attrY: boolean;
            attrZ: boolean;
            containerBoneID: number;
            containerID: number;
            curves: {
                x: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                y: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                z: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
            };
        };
        S: {
            id: number;
            attr: string;
            internalID: number;
            attrX: boolean;
            attrY: boolean;
            attrZ: boolean;
            containerBoneID: number;
            containerID: number;
            curves: {
                x: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                y: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
                z: {
                    version: any;
                    id: number;
                    internalID: number;
                    times: number[];
                    values: number[];
                    attrFlag: number[];
                    attrData: number[];
                };
            };
        };
    }[]>;
    stacks: Map<number, {
        name: string;
        layers: {
            T: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                };
            };
            R: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                };
            };
            S: {
                id: number;
                attr: string;
                internalID: number;
                attrX: boolean;
                attrY: boolean;
                attrZ: boolean;
                containerBoneID: number;
                containerID: number;
                curves: {
                    x: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    y: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                    z: {
                        version: any;
                        id: number;
                        internalID: number;
                        times: number[];
                        values: number[];
                        attrFlag: number[];
                        attrData: number[];
                    };
                };
            };
        }[][];
        length: number;
        frames: number;
    }>;
    length: number;
    fps: number;
    frames: number;
}} animations,
    * @param {{skeleton: { bones: THREE.Bone[]}}} group
    */
function addAnimations( group, animations ) {

    if ( group.animations === undefined ) {

        group.animations = [];

    }

    var stacks = animations.stacks;

    for ( var key in stacks ) {

        var stack = stacks[ key ];

        /**
         * @type {{
         * name: string,
         * fps: number,
         * length: number,
         * hierarchy: Array.<{
         * 	parent: number,
         * 	name: string,
         * 	keys: Array.<{
         * 		time: number,
         * 		pos: Array.<number>,
         * 		rot: Array.<number>,
         * 		scl: Array.<number>
         * 	}>
         * }>
         * }}
         */
        var animationData = {
            name: stack.name,
            fps: 30,
            length: stack.length,
            hierarchy: []
        };

        var bones = group.skeleton.bones;

        for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {

            var bone = bones[ bonesIndex ];

            var name = bone.name.replace( /.*:/, '' );
            var parentIndex = findIndex( bones, function ( parentBone ) {

                return bone.parent === parentBone;

            } );
            animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );

        }

        for ( var frame = 0; frame <= stack.frames; frame ++ ) {

            for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {

                var bone = bones[ bonesIndex ];
                var boneIndex = bonesIndex;

                var animationNode = stack.layers[ 0 ][ boneIndex ];

                for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {

                    var node = animationData.hierarchy[ hierarchyIndex ];

                    if ( node.name === bone.name ) {

                        node.keys.push( generateKey( animations, animationNode, bone, frame ) );

                    }

                }

            }

        }

        group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );

    }

}

var euler = new THREE.Euler();
var quaternion = new THREE.Quaternion();

/**
 * @param {THREE.Bone} bone
 */
function generateKey( animations, animationNode, bone, frame ) {

    var key = {
        time: frame / animations.fps,
        pos: bone.position.toArray(),
        rot: bone.quaternion.toArray(),
        scl: bone.scale.toArray()
    };

    if ( animationNode === undefined ) return key;

    try {

        if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {

            key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];

        }

        if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {

            var rotationX = animationNode.R.curves.x.values[ frame ];
            var rotationY = animationNode.R.curves.y.values[ frame ];
            var rotationZ = animationNode.R.curves.z.values[ frame ];

            quaternion.setFromEuler( euler.set( rotationX, rotationY, rotationZ, 'ZYX' ) );
            key.rot = quaternion.toArray();

        }

        if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {

            key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];

        }

    } catch ( error ) {

        // Curve is not fully plotted.
        console.log( 'FBXLoader: ', bone );
        console.log( 'FBXLoader: ', error );

    }

    return key;

}

var AXES = [ 'x', 'y', 'z' ];

function hasCurve( animationNode, attribute ) {

    if ( animationNode === undefined ) {

        return false;

    }

    var attributeNode = animationNode[ attribute ];

    if ( ! attributeNode ) {

        return false;

    }

    return AXES.every( function ( key ) {

        return attributeNode.curves[ key ] !== null;

    } );

}

function hasKeyOnFrame( attributeNode, frame ) {

    return AXES.every( function ( key ) {

        return isKeyExistOnFrame( attributeNode.curves[ key ], frame );

    } );

}

function isKeyExistOnFrame( curve, frame ) {

    return curve.values[ frame ] !== undefined;

}

/**
 * An instance of a Vertex with data for drawing vertices to the screen.
 * @constructor
 */
function Vertex() {

    /**
     * Position of the vertex.
     * @type {THREE.Vector3}
     */
    this.position = new THREE.Vector3();

    /**
     * Normal of the vertex
     * @type {THREE.Vector3}
     */
    this.normal = new THREE.Vector3();

    /**
     * UV coordinates of the vertex.
     * @type {THREE.Vector2}
     */
    this.uv = new THREE.Vector2();

    /**
     * Color of the vertex
     * @type {THREE.Vector3}
     */
    this.color = new THREE.Vector3();

    /**
     * Indices of the bones vertex is influenced by.
     * @type {THREE.Vector4}
     */
    this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );

    /**
     * Weights that each bone influences the vertex.
     * @type {THREE.Vector4}
     */
    this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );

}

Object.assign( Vertex.prototype, {

    copy: function ( target ) {

        var returnVar = target || new Vertex();

        returnVar.position.copy( this.position );
        returnVar.normal.copy( this.normal );
        returnVar.uv.copy( this.uv );
        returnVar.skinIndices.copy( this.skinIndices );
        returnVar.skinWeights.copy( this.skinWeights );

        return returnVar;

    },

    flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {

        this.position.toArray( vertexBuffer, vertexBuffer.length );
        this.normal.toArray( normalBuffer, normalBuffer.length );
        this.uv.toArray( uvBuffer, uvBuffer.length );
        this.color.toArray( colorBuffer, colorBuffer.length );
        this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
        this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );

    }

} );

/**
 * @constructor
 */
function Triangle() {

    /**
     * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
     */
    this.vertices = [];

}

Object.assign( Triangle.prototype, {

    copy: function ( target ) {

        var returnVar = target || new Triangle();

        for ( var i = 0; i < this.vertices.length; ++ i ) {

                this.vertices[ i ].copy( returnVar.vertices[ i ] );

        }

        return returnVar;

    },

    flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {

        var vertices = this.vertices;

        for ( var i = 0, l = vertices.length; i < l; ++ i ) {

            vertices[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer );

        }

    }

} );

/**
 * @constructor
 */
function Face() {

    /**
     * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
     */
    this.triangles = [];
    this.materialIndex = 0;

}

Object.assign( Face.prototype, {

    copy: function ( target ) {

        var returnVar = target || new Face();

        for ( var i = 0; i < this.triangles.length; ++ i ) {

            this.triangles[ i ].copy( returnVar.triangles[ i ] );

        }

        returnVar.materialIndex = this.materialIndex;

        return returnVar;

    },

    genTrianglesFromVertices: function ( vertexArray ) {

        for ( var i = 2; i < vertexArray.length; ++ i ) {

            var triangle = new Triangle();
            triangle.vertices[ 0 ] = vertexArray[ 0 ];
            triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
            triangle.vertices[ 2 ] = vertexArray[ i ];
            this.triangles.push( triangle );

        }

    },

    flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer ) {

        var triangles = this.triangles;
        var materialIndex = this.materialIndex;

        for ( var i = 0, l = triangles.length; i < l; ++ i ) {

            triangles[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer );
            append( materialIndexBuffer, [ materialIndex, materialIndex, materialIndex ] );

        }

    }

} );

/**
 * @constructor
 */
function Geometry() {

    /**
     * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
     */
    this.faces = [];

    /**
     * @type {{}|THREE.Skeleton}
     */
    this.skeleton = null;

}

Object.assign( Geometry.prototype, {

    /**
     * @returns	{{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
     */
    flattenToBuffers: function () {

        var vertexBuffer = [];
        var normalBuffer = [];
        var uvBuffer = [];
        var colorBuffer = [];
        var skinIndexBuffer = [];
        var skinWeightBuffer = [];

        var materialIndexBuffer = [];

        var faces = this.faces;

        for ( var i = 0, l = faces.length; i < l; ++ i ) {

            faces[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer );

        }

        return {
            vertexBuffer: vertexBuffer,
            normalBuffer: normalBuffer,
            uvBuffer: uvBuffer,
            colorBuffer: colorBuffer,
            skinIndexBuffer: skinIndexBuffer,
            skinWeightBuffer: skinWeightBuffer,
            materialIndexBuffer: materialIndexBuffer
        };

    }

} );

function TextParser() {}

Object.assign( TextParser.prototype, {

    getPrevNode: function () {

        return this.nodeStack[ this.currentIndent - 2 ];

    },

    getCurrentNode: function () {

        return this.nodeStack[ this.currentIndent - 1 ];

    },

    getCurrentProp: function () {

        return this.currentProp;

    },

    pushStack: function ( node ) {

        this.nodeStack.push( node );
        this.currentIndent += 1;

    },

    popStack: function () {

        this.nodeStack.pop();
        this.currentIndent -= 1;

    },

    setCurrentProp: function ( val, name ) {

        this.currentProp = val;
        this.currentPropName = name;

    },

    // ----------parse ---------------------------------------------------
    parse: function ( text ) {

        this.currentIndent = 0;
        this.allNodes = new FBXTree();
        this.nodeStack = [];
        this.currentProp = [];
        this.currentPropName = '';

        var split = text.split( '\n' );

        for ( var lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {

            var l = split[ lineNum ];

            // skip comment line
            if ( l.match( /^[\s\t]*;/ ) ) {

                continue;

            }

            // skip empty line
            if ( l.match( /^[\s\t]*$/ ) ) {

                continue;

            }

            // beginning of node
            var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
            var match = l.match( beginningOfNodeExp );

            if ( match ) {

                var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
                var nodeAttrs = match[ 2 ].split( ',' );

                for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
                    nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
                }

                this.parseNodeBegin( l, nodeName, nodeAttrs || null );
                continue;

            }

            // node's property
            var propExp = new RegExp( '^\\t{' + ( this.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
            var match = l.match( propExp );

            if ( match ) {

                var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
                var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();

                // for special case: base64 image data follows "Content: ," line
                //	Content: ,
                //	 "iVB..."
                if ( propName === 'Content' && propValue === ',' ) {

                    propValue = split[ ++ lineNum ].replace( /"/g, '' ).trim();

                }

                this.parseNodeProperty( l, propName, propValue );
                continue;

            }

            // end of node
            var endOfNodeExp = new RegExp( '^\\t{' + ( this.currentIndent - 1 ) + '}}' );

            if ( l.match( endOfNodeExp ) ) {

                this.nodeEnd();
                continue;

            }

            // for special case,
            //
            //	  Vertices: *8670 {
            //		  a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
            // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
            // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
            // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
            //
            // these case the lines must contiue with previous line
            if ( l.match( /^[^\s\t}]/ ) ) {

                this.parseNodePropertyContinued( l );

            }

        }

        return this.allNodes;

    },

    parseNodeBegin: function ( line, nodeName, nodeAttrs ) {

        // var nodeName = match[1];
        var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
        var attrs = this.parseNodeAttr( nodeAttrs );
        var currentNode = this.getCurrentNode();

        // a top node
        if ( this.currentIndent === 0 ) {

            this.allNodes.add( nodeName, node );

        } else {

            // a subnode

            // already exists subnode, then append it
            if ( nodeName in currentNode.subNodes ) {

                var tmp = currentNode.subNodes[ nodeName ];

                // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
                if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {


                    if ( attrs.id === '' ) {

                        currentNode.subNodes[ nodeName ] = [];
                        currentNode.subNodes[ nodeName ].push( tmp );

                    } else {

                        currentNode.subNodes[ nodeName ] = {};
                        currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;

                    }

                }

                if ( attrs.id === '' ) {

                    currentNode.subNodes[ nodeName ].push( node );

                } else {

                    currentNode.subNodes[ nodeName ][ attrs.id ] = node;

                }

            } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {

                currentNode.subNodes[ nodeName ] = {};
                currentNode.subNodes[ nodeName ][ attrs.id ] = node;

            } else {

                currentNode.subNodes[ nodeName ] = node;

            }

        }

        // for this		  ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
        // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
        if ( nodeAttrs ) {

            node.id = attrs.id;
            node.attrName = attrs.name;
            node.attrType = attrs.type;

        }

        this.pushStack( node );

    },

    parseNodeAttr: function ( attrs ) {

        var id = attrs[ 0 ];

        if ( attrs[ 0 ] !== '' ) {

            id = parseInt( attrs[ 0 ] );

            if ( isNaN( id ) ) {

                // PolygonVertexIndex: *16380 {
                id = attrs[ 0 ];

            }

        }

        var name = '', type = '';

        if ( attrs.length > 1 ) {

            name = attrs[ 1 ].replace( /^(\w+)::/, '' );
            type = attrs[ 2 ];

        }

        return { id: id, name: name, type: type };

    },

    parseNodeProperty: function ( line, propName, propValue ) {

        var currentNode = this.getCurrentNode();
        var parentName = currentNode.name;

        // special case parent node's is like "Properties70"
        // these children nodes must treat with careful
        if ( parentName !== undefined ) {

            var propMatch = parentName.match( /Properties(\d)+/ );
            if ( propMatch ) {

                this.parseNodeSpecialProperty( line, propName, propValue );
                return;

            }

        }

        // special case Connections
        if ( propName === 'C' ) {

            var connProps = propValue.split( ',' ).slice( 1 );
            var from = parseInt( connProps[ 0 ] );
            var to = parseInt( connProps[ 1 ] );

            var rest = propValue.split( ',' ).slice( 3 );

            propName = 'connections';
            propValue = [ from, to ];
            append( propValue, rest );

            if ( currentNode.properties[ propName ] === undefined ) {

                currentNode.properties[ propName ] = [];

            }

        }

        // special case Connections
        if ( propName === 'Node' ) {

            var id = parseInt( propValue );
            currentNode.properties.id = id;
            currentNode.id = id;

        }

        // already exists in properties, then append this
        if ( propName in currentNode.properties ) {

            // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
            if ( Array.isArray( currentNode.properties[ propName ] ) ) {

                currentNode.properties[ propName ].push( propValue );

            } else {

                currentNode.properties[ propName ] += propValue;

            }

        } else {

            // console.log( propName + ":  " + propValue );
            if ( Array.isArray( currentNode.properties[ propName ] ) ) {

                currentNode.properties[ propName ].push( propValue );

            } else {

                currentNode.properties[ propName ] = propValue;

            }

        }

        this.setCurrentProp( currentNode.properties, propName );

    },

    // TODO:
    parseNodePropertyContinued: function ( line ) {

        this.currentProp[ this.currentPropName ] += line;

    },

    parseNodeSpecialProperty: function ( line, propName, propValue ) {

        // split this
        // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
        // into array like below
        // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
        var props = propValue.split( '",' );

        for ( var i = 0, l = props.length; i < l; i ++ ) {
            props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
        }

        var innerPropName = props[ 0 ];
        var innerPropType1 = props[ 1 ];
        var innerPropType2 = props[ 2 ];
        var innerPropFlag = props[ 3 ];
        var innerPropValue = props[ 4 ];

        /*
        if ( innerPropValue === undefined ) {
            innerPropValue = props[3];
        }
        */

        // cast value in its type
        switch ( innerPropType1 ) {

            case 'int':
                innerPropValue = parseInt( innerPropValue );
                break;

            case 'double':
                innerPropValue = parseFloat( innerPropValue );
                break;

            case 'ColorRGB':
            case 'Vector3D':
                innerPropValue = parseFloatArray( innerPropValue );
                break;

        }

        // CAUTION: these props must append to parent's parent
        this.getPrevNode().properties[ innerPropName ] = {

            'type': innerPropType1,
            'type2': innerPropType2,
            'flag': innerPropFlag,
            'value': innerPropValue

        };

        this.setCurrentProp( this.getPrevNode().properties, innerPropName );

    },

    nodeEnd: function () {

        this.popStack();

    },

    /* ---------------------------------------------------------------- */
    /*		util													  */
    isFlattenNode: function ( node ) {

        return ( 'subNodes' in node && 'properties' in node ) ? true : false;

    }

} );

// Binary format specification:
//   https://code.blender.org/2013/08/fbx-binary-file-format-specification/
//   https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
function BinaryParser() {}

Object.assign( BinaryParser.prototype, {

    /**
     * Parses binary data and builds FBXTree as much compatible as possible with the one built by TextParser.
     * @param {ArrayBuffer} buffer
     * @returns {THREE.FBXTree}
     */
    parse: function ( buffer ) {

        var reader = new BinaryReader( buffer );
        reader.skip( 23 ); // skip magic 23 bytes

        var version = reader.getUint32();

        console.log( 'FBXLoader: FBX binary version: ' + version );

        var allNodes = new FBXTree();

        while ( ! this.endOfContent( reader ) ) {

            var node = this.parseNode( reader, version );
            if ( node !== null ) allNodes.add( node.name, node );

        }

        return allNodes;

    },

    /**
     * Checks if reader has reached the end of content.
     * @param {BinaryReader} reader
     * @returns {boolean}
     */
    endOfContent: function( reader ) {

        // footer size: 160bytes + 16-byte alignment padding
        // - 16bytes: magic
        // - padding til 16-byte alignment (at least 1byte?)
        //   (seems like some exporters embed fixed 15 or 16bytes?)
        // - 4bytes: magic
        // - 4bytes: version
        // - 120bytes: zero
        // - 16bytes: magic
        if ( reader.size() % 16 === 0 ) {

            return ( ( reader.getOffset() + 160 + 16 ) & ~0xf ) >= reader.size();

        } else {

            return reader.getOffset() + 160 + 16 >= reader.size();

        }

    },

    /**
     * Parses Node as much compatible as possible with the one parsed by TextParser
     * TODO: could be optimized more?
     * @param {BinaryReader} reader
     * @param {number} version
     * @returns {Object} - Returns an Object as node, or null if NULL-record.
     */
    parseNode: function ( reader, version ) {

        // The first three data sizes depends on version.
        var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
        var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
        var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
        var nameLen = reader.getUint8();
        var name = reader.getString( nameLen );

        // Regards this node as NULL-record if endOffset is zero
        if ( endOffset === 0 ) return null;

        var propertyList = [];

        for ( var i = 0; i < numProperties; i ++ ) {

            propertyList.push( this.parseProperty( reader ) );

        }

        // Regards the first three elements in propertyList as id, attrName, and attrType
        var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
        var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
        var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';

        var subNodes = {};
        var properties = {};

        var isSingleProperty = false;

        // if this node represents just a single property
        // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
        if ( numProperties === 1 && reader.getOffset() === endOffset ) {

            isSingleProperty = true;

        }

        while ( endOffset > reader.getOffset() ) {

            var node = this.parseNode( reader, version );

            if ( node === null ) continue;

            // special case: child node is single property
            if ( node.singleProperty === true ) {

                var value = node.propertyList[ 0 ];

                if ( Array.isArray( value ) ) {

                    // node represents
                    //	Vertices: *3 {
                    //		a: 0.01, 0.02, 0.03
                    //	}
                    // of text format here.

                    node.properties[ node.name ] = node.propertyList[ 0 ];
                    subNodes[ node.name ] = node;

                    // Later phase expects single property array is in node.properties.a as String.
                    // TODO: optimize
                    node.properties.a = value.toString();

                } else {

                    // node represents
                    // 	Version: 100
                    // of text format here.

                    properties[ node.name ] = value;

                }

                continue;

            }

            // special case: connections
            if ( name === 'Connections' && node.name === 'C' ) {

                var array = [];

                // node.propertyList would be like
                // ["OO", 111264976, 144038752, "d|x"] (?, from, to, additional values)
                for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {

                    array[ i - 1 ] = node.propertyList[ i ];

                }

                if ( properties.connections === undefined ) {

                    properties.connections = [];

                }

                properties.connections.push( array );

                continue;

            }

            // special case: child node is Properties\d+
            if ( node.name.match( /^Properties\d+$/ ) ) {

                // move child node's properties to this node.

                var keys = Object.keys( node.properties );

                for ( var i = 0, il = keys.length; i < il; i ++ ) {

                    var key = keys[ i ];
                    properties[ key ] = node.properties[ key ];

                }

                continue;

            }

            // special case: properties
            if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {

                var innerPropName = node.propertyList[ 0 ];
                var innerPropType1 = node.propertyList[ 1 ];
                var innerPropType2 = node.propertyList[ 2 ];
                var innerPropFlag = node.propertyList[ 3 ];
                var innerPropValue;

                if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
                if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );

                if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' ||
                        innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {

                    innerPropValue = [
                        node.propertyList[ 4 ],
                        node.propertyList[ 5 ],
                        node.propertyList[ 6 ]
                    ];

                } else {

                    innerPropValue = node.propertyList[ 4 ];

                }

                if ( innerPropType1.indexOf( 'Lcl_' ) === 0 ) {

                    innerPropValue = innerPropValue.toString();

                }

                // this will be copied to parent. see above.
                properties[ innerPropName ] = {

                    'type': innerPropType1,
                    'type2': innerPropType2,
                    'flag': innerPropFlag,
                    'value': innerPropValue

                };

                continue;

            }

            // standard case
            // follows TextParser's manner.
            if ( subNodes[ node.name ] === undefined ) {

                if ( typeof node.id === 'number' ) {

                    subNodes[ node.name ] = {};
                    subNodes[ node.name ][ node.id ] = node;

                } else {

                    subNodes[ node.name ] = node;

                }

            } else {

                if ( node.id === '' ) {

                    if ( ! Array.isArray( subNodes[ node.name ] ) ) {

                        subNodes[ node.name ] = [ subNodes[ node.name ] ];

                    }

                    subNodes[ node.name ].push( node );

                } else {

                    if ( subNodes[ node.name ][ node.id ] === undefined ) {

                        subNodes[ node.name ][ node.id ] = node;

                    } else {

                        // conflict id. irregular?

                        if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {

                            subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];

                        }

                        subNodes[ node.name ][ node.id ].push( node );

                    }

                }

            }

        }

        return {

            singleProperty: isSingleProperty,
            id: id,
            attrName: attrName,
            attrType: attrType,
            name: name,
            properties: properties,
            propertyList: propertyList, // raw property list, would be used by parent
            subNodes: subNodes

        };

    },

    parseProperty: function ( reader ) {

        var type = reader.getChar();

        switch ( type ) {

            case 'F':
                return reader.getFloat32();

            case 'D':
                return reader.getFloat64();

            case 'L':
                return reader.getInt64();

            case 'I':
                return reader.getInt32();

            case 'Y':
                return reader.getInt16();

            case 'C':
                return reader.getBoolean();

            case 'f':
            case 'd':
            case 'l':
            case 'i':
            case 'b':

                var arrayLength = reader.getUint32();
                var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
                var compressedLength = reader.getUint32();

                if ( encoding === 0 ) {

                    switch ( type ) {

                        case 'f':
                            return reader.getFloat32Array( arrayLength );

                        case 'd':
                            return reader.getFloat64Array( arrayLength );

                        case 'l':
                            return reader.getInt64Array( arrayLength );

                        case 'i':
                            return reader.getInt32Array( arrayLength );

                        case 'b':
                            return reader.getBooleanArray( arrayLength );

                    }

                }

                if ( window.Zlib === undefined ) {

                    throw new Error( 'FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );

                }

                var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) );
                var reader2 = new BinaryReader( inflate.decompress().buffer );

                switch ( type ) {

                    case 'f':
                        return reader2.getFloat32Array( arrayLength );

                    case 'd':
                        return reader2.getFloat64Array( arrayLength );

                    case 'l':
                        return reader2.getInt64Array( arrayLength );

                    case 'i':
                        return reader2.getInt32Array( arrayLength );

                    case 'b':
                        return reader2.getBooleanArray( arrayLength );

                }

            case 'S':
                var length = reader.getUint32();
                return reader.getString( length );

            case 'R':
                var length = reader.getUint32();
                return reader.getArrayBuffer( length );

            default:
                throw new Error( 'FBXLoader: Unknown property type ' + type );

        }

    }

} );


function BinaryReader( buffer, littleEndian ) {

    this.dv = new DataView( buffer );
    this.offset = 0;
    this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;

}

Object.assign( BinaryReader.prototype, {

    getOffset: function () {

        return this.offset;

    },

    size: function () {

        return this.dv.buffer.byteLength;

    },

    skip: function ( length ) {

        this.offset += length;

    },

    // seems like true/false representation depends on exporter.
    //   true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
    // then sees LSB.
    getBoolean: function () {

        return ( this.getUint8() & 1 ) === 1;

    },

    getBooleanArray: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getBoolean() );

        }

        return a;

    },

    getInt8: function () {

        var value = this.dv.getInt8( this.offset );
        this.offset += 1;
        return value;

    },

    getInt8Array: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getInt8() );

        }

        return a;

    },

    getUint8: function () {

        var value = this.dv.getUint8( this.offset );
        this.offset += 1;
        return value;

    },

    getUint8Array: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getUint8() );

        }

        return a;

    },

    getInt16: function () {

        var value = this.dv.getInt16( this.offset, this.littleEndian );
        this.offset += 2;
        return value;

    },

    getInt16Array: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getInt16() );

        }

        return a;

    },

    getUint16: function () {

        var value = this.dv.getUint16( this.offset, this.littleEndian );
        this.offset += 2;
        return value;

    },

    getUint16Array: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getUint16() );

        }

        return a;

    },

    getInt32: function () {

        var value = this.dv.getInt32( this.offset, this.littleEndian );
        this.offset += 4;
        return value;

    },

    getInt32Array: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getInt32() );

        }

        return a;

    },

    getUint32: function () {

        var value = this.dv.getUint32( this.offset, this.littleEndian );
        this.offset += 4;
        return value;

    },

    getUint32Array: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getUint32() );

        }

        return a;

    },

    // JavaScript doesn't support 64-bit integer so attempting to calculate by ourselves.
    // 1 << 32 will return 1 so using multiply operation instead here.
    // There'd be a possibility that this method returns wrong value if the value
    // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
    // TODO: safely handle 64-bit integer
    getInt64: function () {

        var low, high;

        if ( this.littleEndian ) {

            low = this.getUint32();
            high = this.getUint32();

        } else {

            high = this.getUint32();
            low = this.getUint32();

        }

        // calculate negative value
        if ( high & 0x80000000 ) {

            high = ~high & 0xFFFFFFFF;
            low = ~low & 0xFFFFFFFF;

            if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;

            low = ( low + 1 ) & 0xFFFFFFFF;

            return - ( high * 0x100000000 + low );

        }

        return high * 0x100000000 + low;

    },

    getInt64Array: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getInt64() );

        }

        return a;

    },

    // Note: see getInt64() comment
    getUint64: function () {

        var low, high;

        if ( this.littleEndian ) {

            low = this.getUint32();
            high = this.getUint32();

        } else {

            high = this.getUint32();
            low = this.getUint32();

        }

        return high * 0x100000000 + low;

    },

    getUint64Array: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getUint64() );

        }

        return a;

    },

    getFloat32: function () {

        var value = this.dv.getFloat32( this.offset, this.littleEndian );
        this.offset += 4;
        return value;

    },

    getFloat32Array: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getFloat32() );

        }

        return a;

    },

    getFloat64: function () {

        var value = this.dv.getFloat64( this.offset, this.littleEndian );
        this.offset += 8;
        return value;

    },

    getFloat64Array: function ( size ) {

        var a = [];

        for ( var i = 0; i < size; i ++ ) {

            a.push( this.getFloat64() );

        }

        return a;

    },

    getArrayBuffer: function ( size ) {

        var value = this.dv.buffer.slice( this.offset, this.offset + size );
        this.offset += size;
        return value;

    },

    getChar: function () {

        return String.fromCharCode( this.getUint8() );

    },

    getString: function ( size ) {

        var s = '';

        while ( size > 0 ) {

            var value = this.getUint8();
            size--;

            if ( value === 0 ) break;

            s += String.fromCharCode( value );

        }

        this.skip( size );

        return s;

    }

} );


function FBXTree() {}

Object.assign( FBXTree.prototype, {

    add: function ( key, val ) {

        this[ key ] = val;

    },

    searchConnectionParent: function ( id ) {

        if ( this.__cache_search_connection_parent === undefined ) {

            this.__cache_search_connection_parent = [];

        }

        if ( this.__cache_search_connection_parent[ id ] !== undefined ) {

            return this.__cache_search_connection_parent[ id ];

        } else {

            this.__cache_search_connection_parent[ id ] = [];

        }

        var conns = this.Connections.properties.connections;

        var results = [];
        for ( var i = 0; i < conns.length; ++ i ) {

            if ( conns[ i ][ 0 ] == id ) {

                // 0 means scene root
                var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
                results.push( res );

            }

        }

        if ( results.length > 0 ) {

            append( this.__cache_search_connection_parent[ id ], results );
            return results;

        } else {

            this.__cache_search_connection_parent[ id ] = [ - 1 ];
            return [ - 1 ];

        }

    },

    searchConnectionChildren: function ( id ) {

        if ( this.__cache_search_connection_children === undefined ) {

            this.__cache_search_connection_children = [];

        }

        if ( this.__cache_search_connection_children[ id ] !== undefined ) {

            return this.__cache_search_connection_children[ id ];

        } else {

            this.__cache_search_connection_children[ id ] = [];

        }

        var conns = this.Connections.properties.connections;

        var res = [];
        for ( var i = 0; i < conns.length; ++ i ) {

            if ( conns[ i ][ 1 ] == id ) {

                // 0 means scene root
                res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
                // there may more than one kid, then search to the end

            }

        }

        if ( res.length > 0 ) {

            append( this.__cache_search_connection_children[ id ], res );
            return res;

        } else {

            this.__cache_search_connection_children[ id ] = [ ];
            return [ ];

        }

    },

    searchConnectionType: function ( id, to ) {

        var key = id + ',' + to; // TODO: to hash
        if ( this.__cache_search_connection_type === undefined ) {

            this.__cache_search_connection_type = {};

        }

        if ( this.__cache_search_connection_type[ key ] !== undefined ) {

            return this.__cache_search_connection_type[ key ];

        } else {

            this.__cache_search_connection_type[ key ] = '';

        }

        var conns = this.Connections.properties.connections;

        for ( var i = 0; i < conns.length; ++ i ) {

            if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {

                // 0 means scene root
                this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
                return conns[ i ][ 2 ];

            }

        }

        this.__cache_search_connection_type[ id ] = null;
        return null;

    }

} );


/**
 * @param {ArrayBuffer} buffer
 * @returns {boolean}
 */
function isFbxFormatBinary( buffer ) {

    var CORRECT = 'Kaydara FBX Binary  \0';

    return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );

}

/**
 * @returns {boolean}
 */
function isFbxFormatASCII( text ) {

    var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];

    var cursor = 0;

    function read( offset ) {

        var result = text[ offset - 1 ];
        text = text.slice( cursor + offset );
        cursor ++;
        return result;

    }

    for ( var i = 0; i < CORRECT.length; ++ i ) {

        var num = read( 1 );
        if ( num === CORRECT[ i ] ) {

            return false;

        }

    }

    return true;

}

/**
 * @returns {number}
 */
function getFbxVersion( text ) {

    var versionRegExp = /FBXVersion: (\d+)/;
    var match = text.match( versionRegExp );
    if ( match ) {

        var version = parseInt( match[ 1 ] );
        return version;

    }
    throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );

}

/**
 * Converts FBX ticks into real time seconds.
 * @param {number} time - FBX tick timestamp to convert.
 * @returns {number} - FBX tick in real world time.
 */
function convertFBXTimeToSeconds( time ) {

    // Constant is FBX ticks per second.
    return time / 46186158000;

}

/**
 * Parses comma separated list of float numbers and returns them in an array.
 * @example
 * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
 * parseFloatArray( "5.6,9.4,2.5,1.4" )
 * @returns {number[]}
 */
function parseFloatArray( string ) {

    var array = string.split( ',' );

    for ( var i = 0, l = array.length; i < l; i ++ ) {

        array[ i ] = parseFloat( array[ i ] );

    }

    return array;

}

/**
 * Parses comma separated list of int numbers and returns them in an array.
 * @example
 * // Returns [ 5, 8, 2, 3 ]
 * parseFloatArray( "5,8,2,3" )
 * @returns {number[]}
 */
function parseIntArray( string ) {

    var array = string.split( ',' );

    for ( var i = 0, l = array.length; i < l; i ++ ) {

        array[ i ] = parseInt( array[ i ] );

    }

    return array;

}

/**
 * Parses Vector3 property from FBXTree.  Property is given as .value.x, .value.y, etc.
 * @param {FBXVector3} property - Property to parse as Vector3.
 * @returns {THREE.Vector3}
 */
function parseVector3( property ) {

    return new THREE.Vector3().fromArray( property.value );

}

/**
 * Parses Color property from FBXTree.  Property is given as .value.x, .value.y, etc.
 * @param {FBXVector3} property - Property to parse as Color.
 * @returns {THREE.Color}
 */
function parseColor( property ) {

    return new THREE.Color().fromArray( property.value );

}

function parseMatrixArray( floatString ) {

    return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );

}

/**
 * Converts ArrayBuffer to String.
 * @param {ArrayBuffer} buffer
 * @param {number} from
 * @param {number} to
 * @returns {String}
 */
function convertArrayBufferToString( buffer, from, to ) {

    if ( from === undefined ) from = 0;
    if ( to === undefined ) to = buffer.byteLength;

    var array = new Uint8Array( buffer, from, to );

    if ( window.TextDecoder !== undefined ) {

        return new TextDecoder().decode( array );

    }

    var s = '';

    for ( var i = 0, il = array.length; i < il; i ++ ) {

        s += String.fromCharCode( array[ i ] );

    }

    return s;

}

/**
 * Converts number from degrees into radians.
 * @param {number} value
 * @returns {number}
 */
function degreeToRadian( value ) {

    return value * DEG2RAD;

}

var DEG2RAD = Math.PI / 180;

//

function findIndex( array, func ) {

    for ( var i = 0, l = array.length; i < l; i ++ ) {

        if ( func( array[ i ] ) ) return i;

    }

    return -1;

}

function append( a, b ) {

    for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {

        a[ j ] = b[ i ];

    }

}

function slice( a, b, from, to ) {

    for ( var i = from, j = 0; i < to; i ++, j ++ ) {

        a[ j ] = b[ i ];

    }

    return a;

}

export default FBXLoader

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