three#AmbientLight JavaScript Examples

The following examples show how to use three#AmbientLight. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: PlayerInInventory.js    From webmc with MIT License 6 votes vote down vote up
constructor (game) {
    this.game = game
    this.renderer = new WebGLRenderer({
      canvas: this.game.pcanvas,
      PixelRatio: window.devicePixelRatio
    })
    this.scene = new Scene()
    this.scene.background = new Color('black')
    const light = new AmbientLight(0xffffff)
    this.scene.add(light)
  }
Example #2
Source File: cmptExample.js    From 3DTilesRendererJS with Apache License 2.0 5 votes vote down vote up
function init() {

	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0x151c1f );
	renderer.shadowMap.enabled = true;
	renderer.shadowMap.type = PCFSoftShadowMap;
	renderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( renderer.domElement );

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	camera.position.set( 400, 400, 400 );

	// controls
	controls = new OrbitControls( camera, renderer.domElement );
	controls.screenSpacePanning = false;
	controls.minDistance = 1;
	controls.maxDistance = 2000;

	// lights
	dirLight = new DirectionalLight( 0xffffff, 1.25 );
	dirLight.position.set( 1, 2, 3 ).multiplyScalar( 40 );
	dirLight.castShadow = true;
	dirLight.shadow.bias = - 0.01;
	dirLight.shadow.mapSize.setScalar( 2048 );

	const shadowCam = dirLight.shadow.camera;
	shadowCam.left = - 200;
	shadowCam.bottom = - 200;
	shadowCam.right = 200;
	shadowCam.top = 200;
	shadowCam.updateProjectionMatrix();

	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.05 );
	scene.add( ambLight );

	new CMPTLoader()
		.load( '...' )
		.then( res => {

			console.log( res );

			// console.log( res );
			// scene.add( res.scene );

		} );

	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );

}
Example #3
Source File: index.js    From map33.js with MIT License 5 votes vote down vote up
ambientLight = new AmbientLight(0x404040, 2.5)
Example #4
Source File: mars.js    From 3DTilesRendererJS with Apache License 2.0 5 votes vote down vote up
function init() {

	const fog = new FogExp2( 0xd8cec0, .0075, 250 );
	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0xd8cec0 );
	renderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( renderer.domElement );
	renderer.domElement.tabIndex = 1;

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	camera.position.set( 20, 10, 20 );

	// controls
	controls = new FlyOrbitControls( camera, renderer.domElement );
	controls.screenSpacePanning = false;
	controls.minDistance = 1;
	controls.maxDistance = 2000;
	controls.maxPolarAngle = Math.PI / 2;
	controls.baseSpeed = 0.1;
	controls.fastSpeed = 0.2;

	// lights
	const dirLight = new DirectionalLight( 0xffffff );
	dirLight.position.set( 1, 2, 3 );
	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.2 );
	scene.add( ambLight );

	const tilesParent = new Group();
	tilesParent.rotation.set( Math.PI / 2, 0, 0 );
	scene.add( tilesParent );

	groundTiles = new TilesRenderer( 'https://raw.githubusercontent.com/NASA-AMMOS/3DTilesSampleData/master/msl-dingo-gap/0528_0260184_to_s64o256_colorize/0528_0260184_to_s64o256_colorize/0528_0260184_to_s64o256_colorize_tileset.json' );
	groundTiles.fetchOptions.mode = 'cors';
	groundTiles.lruCache.minSize = 900;
	groundTiles.lruCache.maxSize = 1300;
	groundTiles.errorTarget = 12;

	skyTiles = new TilesRenderer( 'https://raw.githubusercontent.com/NASA-AMMOS/3DTilesSampleData/master/msl-dingo-gap/0528_0260184_to_s64o256_colorize/0528_0260184_to_s64o256_sky/0528_0260184_to_s64o256_sky_tileset.json' );
	skyTiles.fetchOptions.mode = 'cors';
	skyTiles.lruCache = groundTiles.lruCache;

	tilesParent.add( groundTiles.group, skyTiles.group );

	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );

	const gui = new GUI();
	gui.add( params, 'fog' ).onChange( v => {

		scene.fog = v ? fog : null;

	} );

	gui.add( params, 'displayBoxBounds' );
	gui.add( params, 'errorTarget', 0, 100 );
	gui.open();

}
Example #5
Source File: offscreenShadows.js    From 3DTilesRendererJS with Apache License 2.0 5 votes vote down vote up
function init() {

	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0x151c1f );
	renderer.shadowMap.enabled = true;
	renderer.shadowMap.type = PCFSoftShadowMap;
	renderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( renderer.domElement );

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	camera.position.set( - 56, 232, 260 );

	orthoCamera = new OrthographicCamera();

	// controls
	controls = new OrbitControls( camera, renderer.domElement );
	controls.screenSpacePanning = false;
	controls.minDistance = 1;
	controls.maxDistance = 2000;

	// lights
	dirLight = new DirectionalLight( 0xffffff, 1.25 );
	dirLight.position.set( - 100, 40, 10 );
	dirLight.castShadow = true;
	dirLight.shadow.bias = - 1e-4;
	dirLight.shadow.normalBias = 0.2;
	dirLight.shadow.mapSize.setScalar( 2048 );

	const shadowCam = dirLight.shadow.camera;
	shadowCam.left = - 120;
	shadowCam.bottom = - 120;
	shadowCam.right = 120;
	shadowCam.top = 120;
	shadowCam.updateProjectionMatrix();

	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.05 );
	scene.add( ambLight );

	box = new Box3();
	sphere = new Sphere();

	offsetParent = new Group();
	scene.add( offsetParent );

	// tiles
	const url = window.location.hash.replace( /^#/, '' ) || '../data/tileset.json';
	tiles = new TilesRenderer( url );
	tiles.onLoadModel = onLoadModel;
	tiles.onDisposeModel = onDisposeModel;
	offsetParent.add( tiles.group );


	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );

	// GUI
	const gui = new GUI();
	gui.width = 300;
	gui.add( params, 'orthographic' );
	gui.add( params, 'errorTarget' ).min( 0 ).max( 25 ).step( 1 );
	gui.add( params, 'shadowStrategy', { NONE, DISPLAY_ACTIVE_TILES, USE_SHADOW_CAMERA } );
	gui.open();

	// Stats
	stats = new Stats();
	stats.showPanel( 0 );
	document.body.appendChild( stats.dom );

}
Example #6
Source File: pntsExample.js    From 3DTilesRendererJS with Apache License 2.0 5 votes vote down vote up
function init() {

	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0x151c1f );
	renderer.shadowMap.enabled = true;
	renderer.shadowMap.type = PCFSoftShadowMap;
	renderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( renderer.domElement );

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	camera.position.set( 2, 2, 2 );

	// controls
	controls = new OrbitControls( camera, renderer.domElement );
	controls.screenSpacePanning = false;
	controls.minDistance = 1;
	controls.maxDistance = 2000;

	// lights
	dirLight = new DirectionalLight( 0xffffff, 1.25 );
	dirLight.position.set( 1, 2, 3 ).multiplyScalar( 40 );
	dirLight.castShadow = true;
	dirLight.shadow.bias = - 0.01;
	dirLight.shadow.mapSize.setScalar( 2048 );

	const shadowCam = dirLight.shadow.camera;
	shadowCam.left = - 200;
	shadowCam.bottom = - 200;
	shadowCam.right = 200;
	shadowCam.top = 200;
	shadowCam.updateProjectionMatrix();

	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.05 );
	scene.add( ambLight );

	new PNTSLoader()
		.load( 'https://raw.githubusercontent.com/CesiumGS/3d-tiles-samples/main/1.0/TilesetWithRequestVolume/points.pnts' )
		.then( res => {

			console.log( res );
			scene.add( res.scene );

		} );

	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );

}
Example #7
Source File: ColladaLoader.js    From Computer-Graphics with MIT License 4 votes vote down vote up
parse( text, path ) {

		function getElementsByTagName( xml, name ) {

			// Non recursive xml.getElementsByTagName() ...

			const array = [];
			const childNodes = xml.childNodes;

			for ( let i = 0, l = childNodes.length; i < l; i ++ ) {

				const child = childNodes[ i ];

				if ( child.nodeName === name ) {

					array.push( child );

				}

			}

			return array;

		}

		function parseStrings( text ) {

			if ( text.length === 0 ) return [];

			const parts = text.trim().split( /\s+/ );
			const array = new Array( parts.length );

			for ( let i = 0, l = parts.length; i < l; i ++ ) {

				array[ i ] = parts[ i ];

			}

			return array;

		}

		function parseFloats( text ) {

			if ( text.length === 0 ) return [];

			const parts = text.trim().split( /\s+/ );
			const array = new Array( parts.length );

			for ( let i = 0, l = parts.length; i < l; i ++ ) {

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

			}

			return array;

		}

		function parseInts( text ) {

			if ( text.length === 0 ) return [];

			const parts = text.trim().split( /\s+/ );
			const array = new Array( parts.length );

			for ( let i = 0, l = parts.length; i < l; i ++ ) {

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

			}

			return array;

		}

		function parseId( text ) {

			return text.substring( 1 );

		}

		function generateId() {

			return 'three_default_' + ( count ++ );

		}

		function isEmpty( object ) {

			return Object.keys( object ).length === 0;

		}

		// asset

		function parseAsset( xml ) {

			return {
				unit: parseAssetUnit( getElementsByTagName( xml, 'unit' )[ 0 ] ),
				upAxis: parseAssetUpAxis( getElementsByTagName( xml, 'up_axis' )[ 0 ] )
			};

		}

		function parseAssetUnit( xml ) {

			if ( ( xml !== undefined ) && ( xml.hasAttribute( 'meter' ) === true ) ) {

				return parseFloat( xml.getAttribute( 'meter' ) );

			} else {

				return 1; // default 1 meter

			}

		}

		function parseAssetUpAxis( xml ) {

			return xml !== undefined ? xml.textContent : 'Y_UP';

		}

		// library

		function parseLibrary( xml, libraryName, nodeName, parser ) {

			const library = getElementsByTagName( xml, libraryName )[ 0 ];

			if ( library !== undefined ) {

				const elements = getElementsByTagName( library, nodeName );

				for ( let i = 0; i < elements.length; i ++ ) {

					parser( elements[ i ] );

				}

			}

		}

		function buildLibrary( data, builder ) {

			for ( const name in data ) {

				const object = data[ name ];
				object.build = builder( data[ name ] );

			}

		}

		// get

		function getBuild( data, builder ) {

			if ( data.build !== undefined ) return data.build;

			data.build = builder( data );

			return data.build;

		}

		// animation

		function parseAnimation( xml ) {

			const data = {
				sources: {},
				samplers: {},
				channels: {}
			};

			let hasChildren = false;

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				let id;

				switch ( child.nodeName ) {

					case 'source':
						id = child.getAttribute( 'id' );
						data.sources[ id ] = parseSource( child );
						break;

					case 'sampler':
						id = child.getAttribute( 'id' );
						data.samplers[ id ] = parseAnimationSampler( child );
						break;

					case 'channel':
						id = child.getAttribute( 'target' );
						data.channels[ id ] = parseAnimationChannel( child );
						break;

					case 'animation':
						// hierarchy of related animations
						parseAnimation( child );
						hasChildren = true;
						break;

					default:
						console.log( child );

				}

			}

			if ( hasChildren === false ) {

				// since 'id' attributes can be optional, it's necessary to generate a UUID for unqiue assignment

				library.animations[ xml.getAttribute( 'id' ) || MathUtils.generateUUID() ] = data;

			}

		}

		function parseAnimationSampler( xml ) {

			const data = {
				inputs: {},
			};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'input':
						const id = parseId( child.getAttribute( 'source' ) );
						const semantic = child.getAttribute( 'semantic' );
						data.inputs[ semantic ] = id;
						break;

				}

			}

			return data;

		}

		function parseAnimationChannel( xml ) {

			const data = {};

			const target = xml.getAttribute( 'target' );

			// parsing SID Addressing Syntax

			let parts = target.split( '/' );

			const id = parts.shift();
			let sid = parts.shift();

			// check selection syntax

			const arraySyntax = ( sid.indexOf( '(' ) !== - 1 );
			const memberSyntax = ( sid.indexOf( '.' ) !== - 1 );

			if ( memberSyntax ) {

				//  member selection access

				parts = sid.split( '.' );
				sid = parts.shift();
				data.member = parts.shift();

			} else if ( arraySyntax ) {

				// array-access syntax. can be used to express fields in one-dimensional vectors or two-dimensional matrices.

				const indices = sid.split( '(' );
				sid = indices.shift();

				for ( let i = 0; i < indices.length; i ++ ) {

					indices[ i ] = parseInt( indices[ i ].replace( /\)/, '' ) );

				}

				data.indices = indices;

			}

			data.id = id;
			data.sid = sid;

			data.arraySyntax = arraySyntax;
			data.memberSyntax = memberSyntax;

			data.sampler = parseId( xml.getAttribute( 'source' ) );

			return data;

		}

		function buildAnimation( data ) {

			const tracks = [];

			const channels = data.channels;
			const samplers = data.samplers;
			const sources = data.sources;

			for ( const target in channels ) {

				if ( channels.hasOwnProperty( target ) ) {

					const channel = channels[ target ];
					const sampler = samplers[ channel.sampler ];

					const inputId = sampler.inputs.INPUT;
					const outputId = sampler.inputs.OUTPUT;

					const inputSource = sources[ inputId ];
					const outputSource = sources[ outputId ];

					const animation = buildAnimationChannel( channel, inputSource, outputSource );

					createKeyframeTracks( animation, tracks );

				}

			}

			return tracks;

		}

		function getAnimation( id ) {

			return getBuild( library.animations[ id ], buildAnimation );

		}

		function buildAnimationChannel( channel, inputSource, outputSource ) {

			const node = library.nodes[ channel.id ];
			const object3D = getNode( node.id );

			const transform = node.transforms[ channel.sid ];
			const defaultMatrix = node.matrix.clone().transpose();

			let time, stride;
			let i, il, j, jl;

			const data = {};

			// the collada spec allows the animation of data in various ways.
			// depending on the transform type (matrix, translate, rotate, scale), we execute different logic

			switch ( transform ) {

				case 'matrix':

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

						time = inputSource.array[ i ];
						stride = i * outputSource.stride;

						if ( data[ time ] === undefined ) data[ time ] = {};

						if ( channel.arraySyntax === true ) {

							const value = outputSource.array[ stride ];
							const index = channel.indices[ 0 ] + 4 * channel.indices[ 1 ];

							data[ time ][ index ] = value;

						} else {

							for ( j = 0, jl = outputSource.stride; j < jl; j ++ ) {

								data[ time ][ j ] = outputSource.array[ stride + j ];

							}

						}

					}

					break;

				case 'translate':
					console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform );
					break;

				case 'rotate':
					console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform );
					break;

				case 'scale':
					console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform );
					break;

			}

			const keyframes = prepareAnimationData( data, defaultMatrix );

			const animation = {
				name: object3D.uuid,
				keyframes: keyframes
			};

			return animation;

		}

		function prepareAnimationData( data, defaultMatrix ) {

			const keyframes = [];

			// transfer data into a sortable array

			for ( const time in data ) {

				keyframes.push( { time: parseFloat( time ), value: data[ time ] } );

			}

			// ensure keyframes are sorted by time

			keyframes.sort( ascending );

			// now we clean up all animation data, so we can use them for keyframe tracks

			for ( let i = 0; i < 16; i ++ ) {

				transformAnimationData( keyframes, i, defaultMatrix.elements[ i ] );

			}

			return keyframes;

			// array sort function

			function ascending( a, b ) {

				return a.time - b.time;

			}

		}

		const position = new Vector3();
		const scale = new Vector3();
		const quaternion = new Quaternion();

		function createKeyframeTracks( animation, tracks ) {

			const keyframes = animation.keyframes;
			const name = animation.name;

			const times = [];
			const positionData = [];
			const quaternionData = [];
			const scaleData = [];

			for ( let i = 0, l = keyframes.length; i < l; i ++ ) {

				const keyframe = keyframes[ i ];

				const time = keyframe.time;
				const value = keyframe.value;

				matrix.fromArray( value ).transpose();
				matrix.decompose( position, quaternion, scale );

				times.push( time );
				positionData.push( position.x, position.y, position.z );
				quaternionData.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
				scaleData.push( scale.x, scale.y, scale.z );

			}

			if ( positionData.length > 0 ) tracks.push( new VectorKeyframeTrack( name + '.position', times, positionData ) );
			if ( quaternionData.length > 0 ) tracks.push( new QuaternionKeyframeTrack( name + '.quaternion', times, quaternionData ) );
			if ( scaleData.length > 0 ) tracks.push( new VectorKeyframeTrack( name + '.scale', times, scaleData ) );

			return tracks;

		}

		function transformAnimationData( keyframes, property, defaultValue ) {

			let keyframe;

			let empty = true;
			let i, l;

			// check, if values of a property are missing in our keyframes

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

				keyframe = keyframes[ i ];

				if ( keyframe.value[ property ] === undefined ) {

					keyframe.value[ property ] = null; // mark as missing

				} else {

					empty = false;

				}

			}

			if ( empty === true ) {

				// no values at all, so we set a default value

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

					keyframe = keyframes[ i ];

					keyframe.value[ property ] = defaultValue;

				}

			} else {

				// filling gaps

				createMissingKeyframes( keyframes, property );

			}

		}

		function createMissingKeyframes( keyframes, property ) {

			let prev, next;

			for ( let i = 0, l = keyframes.length; i < l; i ++ ) {

				const keyframe = keyframes[ i ];

				if ( keyframe.value[ property ] === null ) {

					prev = getPrev( keyframes, i, property );
					next = getNext( keyframes, i, property );

					if ( prev === null ) {

						keyframe.value[ property ] = next.value[ property ];
						continue;

					}

					if ( next === null ) {

						keyframe.value[ property ] = prev.value[ property ];
						continue;

					}

					interpolate( keyframe, prev, next, property );

				}

			}

		}

		function getPrev( keyframes, i, property ) {

			while ( i >= 0 ) {

				const keyframe = keyframes[ i ];

				if ( keyframe.value[ property ] !== null ) return keyframe;

				i --;

			}

			return null;

		}

		function getNext( keyframes, i, property ) {

			while ( i < keyframes.length ) {

				const keyframe = keyframes[ i ];

				if ( keyframe.value[ property ] !== null ) return keyframe;

				i ++;

			}

			return null;

		}

		function interpolate( key, prev, next, property ) {

			if ( ( next.time - prev.time ) === 0 ) {

				key.value[ property ] = prev.value[ property ];
				return;

			}

			key.value[ property ] = ( ( key.time - prev.time ) * ( next.value[ property ] - prev.value[ property ] ) / ( next.time - prev.time ) ) + prev.value[ property ];

		}

		// animation clips

		function parseAnimationClip( xml ) {

			const data = {
				name: xml.getAttribute( 'id' ) || 'default',
				start: parseFloat( xml.getAttribute( 'start' ) || 0 ),
				end: parseFloat( xml.getAttribute( 'end' ) || 0 ),
				animations: []
			};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'instance_animation':
						data.animations.push( parseId( child.getAttribute( 'url' ) ) );
						break;

				}

			}

			library.clips[ xml.getAttribute( 'id' ) ] = data;

		}

		function buildAnimationClip( data ) {

			const tracks = [];

			const name = data.name;
			const duration = ( data.end - data.start ) || - 1;
			const animations = data.animations;

			for ( let i = 0, il = animations.length; i < il; i ++ ) {

				const animationTracks = getAnimation( animations[ i ] );

				for ( let j = 0, jl = animationTracks.length; j < jl; j ++ ) {

					tracks.push( animationTracks[ j ] );

				}

			}

			return new AnimationClip( name, duration, tracks );

		}

		function getAnimationClip( id ) {

			return getBuild( library.clips[ id ], buildAnimationClip );

		}

		// controller

		function parseController( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'skin':
						// there is exactly one skin per controller
						data.id = parseId( child.getAttribute( 'source' ) );
						data.skin = parseSkin( child );
						break;

					case 'morph':
						data.id = parseId( child.getAttribute( 'source' ) );
						console.warn( 'THREE.ColladaLoader: Morph target animation not supported yet.' );
						break;

				}

			}

			library.controllers[ xml.getAttribute( 'id' ) ] = data;

		}

		function parseSkin( xml ) {

			const data = {
				sources: {}
			};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'bind_shape_matrix':
						data.bindShapeMatrix = parseFloats( child.textContent );
						break;

					case 'source':
						const id = child.getAttribute( 'id' );
						data.sources[ id ] = parseSource( child );
						break;

					case 'joints':
						data.joints = parseJoints( child );
						break;

					case 'vertex_weights':
						data.vertexWeights = parseVertexWeights( child );
						break;

				}

			}

			return data;

		}

		function parseJoints( xml ) {

			const data = {
				inputs: {}
			};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'input':
						const semantic = child.getAttribute( 'semantic' );
						const id = parseId( child.getAttribute( 'source' ) );
						data.inputs[ semantic ] = id;
						break;

				}

			}

			return data;

		}

		function parseVertexWeights( xml ) {

			const data = {
				inputs: {}
			};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'input':
						const semantic = child.getAttribute( 'semantic' );
						const id = parseId( child.getAttribute( 'source' ) );
						const offset = parseInt( child.getAttribute( 'offset' ) );
						data.inputs[ semantic ] = { id: id, offset: offset };
						break;

					case 'vcount':
						data.vcount = parseInts( child.textContent );
						break;

					case 'v':
						data.v = parseInts( child.textContent );
						break;

				}

			}

			return data;

		}

		function buildController( data ) {

			const build = {
				id: data.id
			};

			const geometry = library.geometries[ build.id ];

			if ( data.skin !== undefined ) {

				build.skin = buildSkin( data.skin );

				// we enhance the 'sources' property of the corresponding geometry with our skin data

				geometry.sources.skinIndices = build.skin.indices;
				geometry.sources.skinWeights = build.skin.weights;

			}

			return build;

		}

		function buildSkin( data ) {

			const BONE_LIMIT = 4;

			const build = {
				joints: [], // this must be an array to preserve the joint order
				indices: {
					array: [],
					stride: BONE_LIMIT
				},
				weights: {
					array: [],
					stride: BONE_LIMIT
				}
			};

			const sources = data.sources;
			const vertexWeights = data.vertexWeights;

			const vcount = vertexWeights.vcount;
			const v = vertexWeights.v;
			const jointOffset = vertexWeights.inputs.JOINT.offset;
			const weightOffset = vertexWeights.inputs.WEIGHT.offset;

			const jointSource = data.sources[ data.joints.inputs.JOINT ];
			const inverseSource = data.sources[ data.joints.inputs.INV_BIND_MATRIX ];

			const weights = sources[ vertexWeights.inputs.WEIGHT.id ].array;
			let stride = 0;

			let i, j, l;

			// procces skin data for each vertex

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

				const jointCount = vcount[ i ]; // this is the amount of joints that affect a single vertex
				const vertexSkinData = [];

				for ( j = 0; j < jointCount; j ++ ) {

					const skinIndex = v[ stride + jointOffset ];
					const weightId = v[ stride + weightOffset ];
					const skinWeight = weights[ weightId ];

					vertexSkinData.push( { index: skinIndex, weight: skinWeight } );

					stride += 2;

				}

				// we sort the joints in descending order based on the weights.
				// this ensures, we only procced the most important joints of the vertex

				vertexSkinData.sort( descending );

				// now we provide for each vertex a set of four index and weight values.
				// the order of the skin data matches the order of vertices

				for ( j = 0; j < BONE_LIMIT; j ++ ) {

					const d = vertexSkinData[ j ];

					if ( d !== undefined ) {

						build.indices.array.push( d.index );
						build.weights.array.push( d.weight );

					} else {

						build.indices.array.push( 0 );
						build.weights.array.push( 0 );

					}

				}

			}

			// setup bind matrix

			if ( data.bindShapeMatrix ) {

				build.bindMatrix = new Matrix4().fromArray( data.bindShapeMatrix ).transpose();

			} else {

				build.bindMatrix = new Matrix4().identity();

			}

			// process bones and inverse bind matrix data

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

				const name = jointSource.array[ i ];
				const boneInverse = new Matrix4().fromArray( inverseSource.array, i * inverseSource.stride ).transpose();

				build.joints.push( { name: name, boneInverse: boneInverse } );

			}

			return build;

			// array sort function

			function descending( a, b ) {

				return b.weight - a.weight;

			}

		}

		function getController( id ) {

			return getBuild( library.controllers[ id ], buildController );

		}

		// image

		function parseImage( xml ) {

			const data = {
				init_from: getElementsByTagName( xml, 'init_from' )[ 0 ].textContent
			};

			library.images[ xml.getAttribute( 'id' ) ] = data;

		}

		function buildImage( data ) {

			if ( data.build !== undefined ) return data.build;

			return data.init_from;

		}

		function getImage( id ) {

			const data = library.images[ id ];

			if ( data !== undefined ) {

				return getBuild( data, buildImage );

			}

			console.warn( 'THREE.ColladaLoader: Couldn\'t find image with ID:', id );

			return null;

		}

		// effect

		function parseEffect( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'profile_COMMON':
						data.profile = parseEffectProfileCOMMON( child );
						break;

				}

			}

			library.effects[ xml.getAttribute( 'id' ) ] = data;

		}

		function parseEffectProfileCOMMON( xml ) {

			const data = {
				surfaces: {},
				samplers: {}
			};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'newparam':
						parseEffectNewparam( child, data );
						break;

					case 'technique':
						data.technique = parseEffectTechnique( child );
						break;

					case 'extra':
						data.extra = parseEffectExtra( child );
						break;

				}

			}

			return data;

		}

		function parseEffectNewparam( xml, data ) {

			const sid = xml.getAttribute( 'sid' );

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'surface':
						data.surfaces[ sid ] = parseEffectSurface( child );
						break;

					case 'sampler2D':
						data.samplers[ sid ] = parseEffectSampler( child );
						break;

				}

			}

		}

		function parseEffectSurface( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'init_from':
						data.init_from = child.textContent;
						break;

				}

			}

			return data;

		}

		function parseEffectSampler( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'source':
						data.source = child.textContent;
						break;

				}

			}

			return data;

		}

		function parseEffectTechnique( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'constant':
					case 'lambert':
					case 'blinn':
					case 'phong':
						data.type = child.nodeName;
						data.parameters = parseEffectParameters( child );
						break;

					case 'extra':
						data.extra = parseEffectExtra( child );
						break;

				}

			}

			return data;

		}

		function parseEffectParameters( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'emission':
					case 'diffuse':
					case 'specular':
					case 'bump':
					case 'ambient':
					case 'shininess':
					case 'transparency':
						data[ child.nodeName ] = parseEffectParameter( child );
						break;
					case 'transparent':
						data[ child.nodeName ] = {
							opaque: child.hasAttribute( 'opaque' ) ? child.getAttribute( 'opaque' ) : 'A_ONE',
							data: parseEffectParameter( child )
						};
						break;

				}

			}

			return data;

		}

		function parseEffectParameter( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'color':
						data[ child.nodeName ] = parseFloats( child.textContent );
						break;

					case 'float':
						data[ child.nodeName ] = parseFloat( child.textContent );
						break;

					case 'texture':
						data[ child.nodeName ] = { id: child.getAttribute( 'texture' ), extra: parseEffectParameterTexture( child ) };
						break;

				}

			}

			return data;

		}

		function parseEffectParameterTexture( xml ) {

			const data = {
				technique: {}
			};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'extra':
						parseEffectParameterTextureExtra( child, data );
						break;

				}

			}

			return data;

		}

		function parseEffectParameterTextureExtra( xml, data ) {

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'technique':
						parseEffectParameterTextureExtraTechnique( child, data );
						break;

				}

			}

		}

		function parseEffectParameterTextureExtraTechnique( xml, data ) {

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'repeatU':
					case 'repeatV':
					case 'offsetU':
					case 'offsetV':
						data.technique[ child.nodeName ] = parseFloat( child.textContent );
						break;

					case 'wrapU':
					case 'wrapV':

						// some files have values for wrapU/wrapV which become NaN via parseInt

						if ( child.textContent.toUpperCase() === 'TRUE' ) {

							data.technique[ child.nodeName ] = 1;

						} else if ( child.textContent.toUpperCase() === 'FALSE' ) {

							data.technique[ child.nodeName ] = 0;

						} else {

							data.technique[ child.nodeName ] = parseInt( child.textContent );

						}

						break;

					case 'bump':
						data[ child.nodeName ] = parseEffectExtraTechniqueBump( child );
						break;

				}

			}

		}

		function parseEffectExtra( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'technique':
						data.technique = parseEffectExtraTechnique( child );
						break;

				}

			}

			return data;

		}

		function parseEffectExtraTechnique( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'double_sided':
						data[ child.nodeName ] = parseInt( child.textContent );
						break;

					case 'bump':
						data[ child.nodeName ] = parseEffectExtraTechniqueBump( child );
						break;

				}

			}

			return data;

		}

		function parseEffectExtraTechniqueBump( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'texture':
						data[ child.nodeName ] = { id: child.getAttribute( 'texture' ), texcoord: child.getAttribute( 'texcoord' ), extra: parseEffectParameterTexture( child ) };
						break;

				}

			}

			return data;

		}

		function buildEffect( data ) {

			return data;

		}

		function getEffect( id ) {

			return getBuild( library.effects[ id ], buildEffect );

		}

		// material

		function parseMaterial( xml ) {

			const data = {
				name: xml.getAttribute( 'name' )
			};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'instance_effect':
						data.url = parseId( child.getAttribute( 'url' ) );
						break;

				}

			}

			library.materials[ xml.getAttribute( 'id' ) ] = data;

		}

		function getTextureLoader( image ) {

			let loader;

			let extension = image.slice( ( image.lastIndexOf( '.' ) - 1 >>> 0 ) + 2 ); // http://www.jstips.co/en/javascript/get-file-extension/
			extension = extension.toLowerCase();

			switch ( extension ) {

				case 'tga':
					loader = tgaLoader;
					break;

				default:
					loader = textureLoader;

			}

			return loader;

		}

		function buildMaterial( data ) {

			const effect = getEffect( data.url );
			const technique = effect.profile.technique;

			let material;

			switch ( technique.type ) {

				case 'phong':
				case 'blinn':
					material = new MeshPhongMaterial();
					break;

				case 'lambert':
					material = new MeshLambertMaterial();
					break;

				default:
					material = new MeshBasicMaterial();
					break;

			}

			material.name = data.name || '';

			function getTexture( textureObject, encoding = null ) {

				const sampler = effect.profile.samplers[ textureObject.id ];
				let image = null;

				// get image

				if ( sampler !== undefined ) {

					const surface = effect.profile.surfaces[ sampler.source ];
					image = getImage( surface.init_from );

				} else {

					console.warn( 'THREE.ColladaLoader: Undefined sampler. Access image directly (see #12530).' );
					image = getImage( textureObject.id );

				}

				// create texture if image is avaiable

				if ( image !== null ) {

					const loader = getTextureLoader( image );

					if ( loader !== undefined ) {

						const texture = loader.load( image );

						const extra = textureObject.extra;

						if ( extra !== undefined && extra.technique !== undefined && isEmpty( extra.technique ) === false ) {

							const technique = extra.technique;

							texture.wrapS = technique.wrapU ? RepeatWrapping : ClampToEdgeWrapping;
							texture.wrapT = technique.wrapV ? RepeatWrapping : ClampToEdgeWrapping;

							texture.offset.set( technique.offsetU || 0, technique.offsetV || 0 );
							texture.repeat.set( technique.repeatU || 1, technique.repeatV || 1 );

						} else {

							texture.wrapS = RepeatWrapping;
							texture.wrapT = RepeatWrapping;

						}

						if ( encoding !== null ) {

							texture.encoding = encoding;

						}

						return texture;

					} else {

						console.warn( 'THREE.ColladaLoader: Loader for texture %s not found.', image );

						return null;

					}

				} else {

					console.warn( 'THREE.ColladaLoader: Couldn\'t create texture with ID:', textureObject.id );

					return null;

				}

			}

			const parameters = technique.parameters;

			for ( const key in parameters ) {

				const parameter = parameters[ key ];

				switch ( key ) {

					case 'diffuse':
						if ( parameter.color ) material.color.fromArray( parameter.color );
						if ( parameter.texture ) material.map = getTexture( parameter.texture, sRGBEncoding );
						break;
					case 'specular':
						if ( parameter.color && material.specular ) material.specular.fromArray( parameter.color );
						if ( parameter.texture ) material.specularMap = getTexture( parameter.texture );
						break;
					case 'bump':
						if ( parameter.texture ) material.normalMap = getTexture( parameter.texture );
						break;
					case 'ambient':
						if ( parameter.texture ) material.lightMap = getTexture( parameter.texture, sRGBEncoding );
						break;
					case 'shininess':
						if ( parameter.float && material.shininess ) material.shininess = parameter.float;
						break;
					case 'emission':
						if ( parameter.color && material.emissive ) material.emissive.fromArray( parameter.color );
						if ( parameter.texture ) material.emissiveMap = getTexture( parameter.texture, sRGBEncoding );
						break;

				}

			}

			material.color.convertSRGBToLinear();
			if ( material.specular ) material.specular.convertSRGBToLinear();
			if ( material.emissive ) material.emissive.convertSRGBToLinear();

			//

			let transparent = parameters[ 'transparent' ];
			let transparency = parameters[ 'transparency' ];

			// <transparency> does not exist but <transparent>

			if ( transparency === undefined && transparent ) {

				transparency = {
					float: 1
				};

			}

			// <transparent> does not exist but <transparency>

			if ( transparent === undefined && transparency ) {

				transparent = {
					opaque: 'A_ONE',
					data: {
						color: [ 1, 1, 1, 1 ]
					} };

			}

			if ( transparent && transparency ) {

				// handle case if a texture exists but no color

				if ( transparent.data.texture ) {

					// we do not set an alpha map (see #13792)

					material.transparent = true;

				} else {

					const color = transparent.data.color;

					switch ( transparent.opaque ) {

						case 'A_ONE':
							material.opacity = color[ 3 ] * transparency.float;
							break;
						case 'RGB_ZERO':
							material.opacity = 1 - ( color[ 0 ] * transparency.float );
							break;
						case 'A_ZERO':
							material.opacity = 1 - ( color[ 3 ] * transparency.float );
							break;
						case 'RGB_ONE':
							material.opacity = color[ 0 ] * transparency.float;
							break;
						default:
							console.warn( 'THREE.ColladaLoader: Invalid opaque type "%s" of transparent tag.', transparent.opaque );

					}

					if ( material.opacity < 1 ) material.transparent = true;

				}

			}

			//


			if ( technique.extra !== undefined && technique.extra.technique !== undefined ) {

				const techniques = technique.extra.technique;

				for ( const k in techniques ) {

					const v = techniques[ k ];

					switch ( k ) {

						case 'double_sided':
							material.side = ( v === 1 ? DoubleSide : FrontSide );
							break;

						case 'bump':
							material.normalMap = getTexture( v.texture );
							material.normalScale = new Vector2( 1, 1 );
							break;

					}

				}

			}

			return material;

		}

		function getMaterial( id ) {

			return getBuild( library.materials[ id ], buildMaterial );

		}

		// camera

		function parseCamera( xml ) {

			const data = {
				name: xml.getAttribute( 'name' )
			};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'optics':
						data.optics = parseCameraOptics( child );
						break;

				}

			}

			library.cameras[ xml.getAttribute( 'id' ) ] = data;

		}

		function parseCameraOptics( xml ) {

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				switch ( child.nodeName ) {

					case 'technique_common':
						return parseCameraTechnique( child );

				}

			}

			return {};

		}

		function parseCameraTechnique( xml ) {

			const data = {};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				switch ( child.nodeName ) {

					case 'perspective':
					case 'orthographic':

						data.technique = child.nodeName;
						data.parameters = parseCameraParameters( child );

						break;

				}

			}

			return data;

		}

		function parseCameraParameters( xml ) {

			const data = {};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				switch ( child.nodeName ) {

					case 'xfov':
					case 'yfov':
					case 'xmag':
					case 'ymag':
					case 'znear':
					case 'zfar':
					case 'aspect_ratio':
						data[ child.nodeName ] = parseFloat( child.textContent );
						break;

				}

			}

			return data;

		}

		function buildCamera( data ) {

			let camera;

			switch ( data.optics.technique ) {

				case 'perspective':
					camera = new PerspectiveCamera(
						data.optics.parameters.yfov,
						data.optics.parameters.aspect_ratio,
						data.optics.parameters.znear,
						data.optics.parameters.zfar
					);
					break;

				case 'orthographic':
					let ymag = data.optics.parameters.ymag;
					let xmag = data.optics.parameters.xmag;
					const aspectRatio = data.optics.parameters.aspect_ratio;

					xmag = ( xmag === undefined ) ? ( ymag * aspectRatio ) : xmag;
					ymag = ( ymag === undefined ) ? ( xmag / aspectRatio ) : ymag;

					xmag *= 0.5;
					ymag *= 0.5;

					camera = new OrthographicCamera(
						- xmag, xmag, ymag, - ymag, // left, right, top, bottom
						data.optics.parameters.znear,
						data.optics.parameters.zfar
					);
					break;

				default:
					camera = new PerspectiveCamera();
					break;

			}

			camera.name = data.name || '';

			return camera;

		}

		function getCamera( id ) {

			const data = library.cameras[ id ];

			if ( data !== undefined ) {

				return getBuild( data, buildCamera );

			}

			console.warn( 'THREE.ColladaLoader: Couldn\'t find camera with ID:', id );

			return null;

		}

		// light

		function parseLight( xml ) {

			let data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'technique_common':
						data = parseLightTechnique( child );
						break;

				}

			}

			library.lights[ xml.getAttribute( 'id' ) ] = data;

		}

		function parseLightTechnique( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'directional':
					case 'point':
					case 'spot':
					case 'ambient':

						data.technique = child.nodeName;
						data.parameters = parseLightParameters( child );

				}

			}

			return data;

		}

		function parseLightParameters( xml ) {

			const data = {};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'color':
						const array = parseFloats( child.textContent );
						data.color = new Color().fromArray( array ).convertSRGBToLinear();
						break;

					case 'falloff_angle':
						data.falloffAngle = parseFloat( child.textContent );
						break;

					case 'quadratic_attenuation':
						const f = parseFloat( child.textContent );
						data.distance = f ? Math.sqrt( 1 / f ) : 0;
						break;

				}

			}

			return data;

		}

		function buildLight( data ) {

			let light;

			switch ( data.technique ) {

				case 'directional':
					light = new DirectionalLight();
					break;

				case 'point':
					light = new PointLight();
					break;

				case 'spot':
					light = new SpotLight();
					break;

				case 'ambient':
					light = new AmbientLight();
					break;

			}

			if ( data.parameters.color ) light.color.copy( data.parameters.color );
			if ( data.parameters.distance ) light.distance = data.parameters.distance;

			return light;

		}

		function getLight( id ) {

			const data = library.lights[ id ];

			if ( data !== undefined ) {

				return getBuild( data, buildLight );

			}

			console.warn( 'THREE.ColladaLoader: Couldn\'t find light with ID:', id );

			return null;

		}

		// geometry

		function parseGeometry( xml ) {

			const data = {
				name: xml.getAttribute( 'name' ),
				sources: {},
				vertices: {},
				primitives: []
			};

			const mesh = getElementsByTagName( xml, 'mesh' )[ 0 ];

			// the following tags inside geometry are not supported yet (see https://github.com/mrdoob/three.js/pull/12606): convex_mesh, spline, brep
			if ( mesh === undefined ) return;

			for ( let i = 0; i < mesh.childNodes.length; i ++ ) {

				const child = mesh.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				const id = child.getAttribute( 'id' );

				switch ( child.nodeName ) {

					case 'source':
						data.sources[ id ] = parseSource( child );
						break;

					case 'vertices':
						// data.sources[ id ] = data.sources[ parseId( getElementsByTagName( child, 'input' )[ 0 ].getAttribute( 'source' ) ) ];
						data.vertices = parseGeometryVertices( child );
						break;

					case 'polygons':
						console.warn( 'THREE.ColladaLoader: Unsupported primitive type: ', child.nodeName );
						break;

					case 'lines':
					case 'linestrips':
					case 'polylist':
					case 'triangles':
						data.primitives.push( parseGeometryPrimitive( child ) );
						break;

					default:
						console.log( child );

				}

			}

			library.geometries[ xml.getAttribute( 'id' ) ] = data;

		}

		function parseSource( xml ) {

			const data = {
				array: [],
				stride: 3
			};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'float_array':
						data.array = parseFloats( child.textContent );
						break;

					case 'Name_array':
						data.array = parseStrings( child.textContent );
						break;

					case 'technique_common':
						const accessor = getElementsByTagName( child, 'accessor' )[ 0 ];

						if ( accessor !== undefined ) {

							data.stride = parseInt( accessor.getAttribute( 'stride' ) );

						}

						break;

				}

			}

			return data;

		}

		function parseGeometryVertices( xml ) {

			const data = {};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				data[ child.getAttribute( 'semantic' ) ] = parseId( child.getAttribute( 'source' ) );

			}

			return data;

		}

		function parseGeometryPrimitive( xml ) {

			const primitive = {
				type: xml.nodeName,
				material: xml.getAttribute( 'material' ),
				count: parseInt( xml.getAttribute( 'count' ) ),
				inputs: {},
				stride: 0,
				hasUV: false
			};

			for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'input':
						const id = parseId( child.getAttribute( 'source' ) );
						const semantic = child.getAttribute( 'semantic' );
						const offset = parseInt( child.getAttribute( 'offset' ) );
						const set = parseInt( child.getAttribute( 'set' ) );
						const inputname = ( set > 0 ? semantic + set : semantic );
						primitive.inputs[ inputname ] = { id: id, offset: offset };
						primitive.stride = Math.max( primitive.stride, offset + 1 );
						if ( semantic === 'TEXCOORD' ) primitive.hasUV = true;
						break;

					case 'vcount':
						primitive.vcount = parseInts( child.textContent );
						break;

					case 'p':
						primitive.p = parseInts( child.textContent );
						break;

				}

			}

			return primitive;

		}

		function groupPrimitives( primitives ) {

			const build = {};

			for ( let i = 0; i < primitives.length; i ++ ) {

				const primitive = primitives[ i ];

				if ( build[ primitive.type ] === undefined ) build[ primitive.type ] = [];

				build[ primitive.type ].push( primitive );

			}

			return build;

		}

		function checkUVCoordinates( primitives ) {

			let count = 0;

			for ( let i = 0, l = primitives.length; i < l; i ++ ) {

				const primitive = primitives[ i ];

				if ( primitive.hasUV === true ) {

					count ++;

				}

			}

			if ( count > 0 && count < primitives.length ) {

				primitives.uvsNeedsFix = true;

			}

		}

		function buildGeometry( data ) {

			const build = {};

			const sources = data.sources;
			const vertices = data.vertices;
			const primitives = data.primitives;

			if ( primitives.length === 0 ) return {};

			// our goal is to create one buffer geometry for a single type of primitives
			// first, we group all primitives by their type

			const groupedPrimitives = groupPrimitives( primitives );

			for ( const type in groupedPrimitives ) {

				const primitiveType = groupedPrimitives[ type ];

				// second, ensure consistent uv coordinates for each type of primitives (polylist,triangles or lines)

				checkUVCoordinates( primitiveType );

				// third, create a buffer geometry for each type of primitives

				build[ type ] = buildGeometryType( primitiveType, sources, vertices );

			}

			return build;

		}

		function buildGeometryType( primitives, sources, vertices ) {

			const build = {};

			const position = { array: [], stride: 0 };
			const normal = { array: [], stride: 0 };
			const uv = { array: [], stride: 0 };
			const uv2 = { array: [], stride: 0 };
			const color = { array: [], stride: 0 };

			const skinIndex = { array: [], stride: 4 };
			const skinWeight = { array: [], stride: 4 };

			const geometry = new BufferGeometry();

			const materialKeys = [];

			let start = 0;

			for ( let p = 0; p < primitives.length; p ++ ) {

				const primitive = primitives[ p ];
				const inputs = primitive.inputs;

				// groups

				let count = 0;

				switch ( primitive.type ) {

					case 'lines':
					case 'linestrips':
						count = primitive.count * 2;
						break;

					case 'triangles':
						count = primitive.count * 3;
						break;

					case 'polylist':

						for ( let g = 0; g < primitive.count; g ++ ) {

							const vc = primitive.vcount[ g ];

							switch ( vc ) {

								case 3:
									count += 3; // single triangle
									break;

								case 4:
									count += 6; // quad, subdivided into two triangles
									break;

								default:
									count += ( vc - 2 ) * 3; // polylist with more than four vertices
									break;

							}

						}

						break;

					default:
						console.warn( 'THREE.ColladaLoader: Unknow primitive type:', primitive.type );

				}

				geometry.addGroup( start, count, p );
				start += count;

				// material

				if ( primitive.material ) {

					materialKeys.push( primitive.material );

				}

				// geometry data

				for ( const name in inputs ) {

					const input = inputs[ name ];

					switch ( name )	{

						case 'VERTEX':
							for ( const key in vertices ) {

								const id = vertices[ key ];

								switch ( key ) {

									case 'POSITION':
										const prevLength = position.array.length;
										buildGeometryData( primitive, sources[ id ], input.offset, position.array );
										position.stride = sources[ id ].stride;

										if ( sources.skinWeights && sources.skinIndices ) {

											buildGeometryData( primitive, sources.skinIndices, input.offset, skinIndex.array );
											buildGeometryData( primitive, sources.skinWeights, input.offset, skinWeight.array );

										}

										// see #3803

										if ( primitive.hasUV === false && primitives.uvsNeedsFix === true ) {

											const count = ( position.array.length - prevLength ) / position.stride;

											for ( let i = 0; i < count; i ++ ) {

												// fill missing uv coordinates

												uv.array.push( 0, 0 );

											}

										}

										break;

									case 'NORMAL':
										buildGeometryData( primitive, sources[ id ], input.offset, normal.array );
										normal.stride = sources[ id ].stride;
										break;

									case 'COLOR':
										buildGeometryData( primitive, sources[ id ], input.offset, color.array );
										color.stride = sources[ id ].stride;
										break;

									case 'TEXCOORD':
										buildGeometryData( primitive, sources[ id ], input.offset, uv.array );
										uv.stride = sources[ id ].stride;
										break;

									case 'TEXCOORD1':
										buildGeometryData( primitive, sources[ id ], input.offset, uv2.array );
										uv.stride = sources[ id ].stride;
										break;

									default:
										console.warn( 'THREE.ColladaLoader: Semantic "%s" not handled in geometry build process.', key );

								}

							}

							break;

						case 'NORMAL':
							buildGeometryData( primitive, sources[ input.id ], input.offset, normal.array );
							normal.stride = sources[ input.id ].stride;
							break;

						case 'COLOR':
							buildGeometryData( primitive, sources[ input.id ], input.offset, color.array, true );
							color.stride = sources[ input.id ].stride;
							break;

						case 'TEXCOORD':
							buildGeometryData( primitive, sources[ input.id ], input.offset, uv.array );
							uv.stride = sources[ input.id ].stride;
							break;

						case 'TEXCOORD1':
							buildGeometryData( primitive, sources[ input.id ], input.offset, uv2.array );
							uv2.stride = sources[ input.id ].stride;
							break;

					}

				}

			}

			// build geometry

			if ( position.array.length > 0 ) geometry.setAttribute( 'position', new Float32BufferAttribute( position.array, position.stride ) );
			if ( normal.array.length > 0 ) geometry.setAttribute( 'normal', new Float32BufferAttribute( normal.array, normal.stride ) );
			if ( color.array.length > 0 ) geometry.setAttribute( 'color', new Float32BufferAttribute( color.array, color.stride ) );
			if ( uv.array.length > 0 ) geometry.setAttribute( 'uv', new Float32BufferAttribute( uv.array, uv.stride ) );
			if ( uv2.array.length > 0 ) geometry.setAttribute( 'uv2', new Float32BufferAttribute( uv2.array, uv2.stride ) );

			if ( skinIndex.array.length > 0 ) geometry.setAttribute( 'skinIndex', new Float32BufferAttribute( skinIndex.array, skinIndex.stride ) );
			if ( skinWeight.array.length > 0 ) geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeight.array, skinWeight.stride ) );

			build.data = geometry;
			build.type = primitives[ 0 ].type;
			build.materialKeys = materialKeys;

			return build;

		}

		function buildGeometryData( primitive, source, offset, array, isColor = false ) {

			const indices = primitive.p;
			const stride = primitive.stride;
			const vcount = primitive.vcount;

			function pushVector( i ) {

				let index = indices[ i + offset ] * sourceStride;
				const length = index + sourceStride;

				for ( ; index < length; index ++ ) {

					array.push( sourceArray[ index ] );

				}

				if ( isColor ) {

					// convert the vertex colors from srgb to linear if present
					const startIndex = array.length - sourceStride - 1;
					tempColor.setRGB(
						array[ startIndex + 0 ],
						array[ startIndex + 1 ],
						array[ startIndex + 2 ]
					).convertSRGBToLinear();

					array[ startIndex + 0 ] = tempColor.r;
					array[ startIndex + 1 ] = tempColor.g;
					array[ startIndex + 2 ] = tempColor.b;

				}

			}

			const sourceArray = source.array;
			const sourceStride = source.stride;

			if ( primitive.vcount !== undefined ) {

				let index = 0;

				for ( let i = 0, l = vcount.length; i < l; i ++ ) {

					const count = vcount[ i ];

					if ( count === 4 ) {

						const a = index + stride * 0;
						const b = index + stride * 1;
						const c = index + stride * 2;
						const d = index + stride * 3;

						pushVector( a ); pushVector( b ); pushVector( d );
						pushVector( b ); pushVector( c ); pushVector( d );

					} else if ( count === 3 ) {

						const a = index + stride * 0;
						const b = index + stride * 1;
						const c = index + stride * 2;

						pushVector( a ); pushVector( b ); pushVector( c );

					} else if ( count > 4 ) {

						for ( let k = 1, kl = ( count - 2 ); k <= kl; k ++ ) {

							const a = index + stride * 0;
							const b = index + stride * k;
							const c = index + stride * ( k + 1 );

							pushVector( a ); pushVector( b ); pushVector( c );

						}

					}

					index += stride * count;

				}

			} else {

				for ( let i = 0, l = indices.length; i < l; i += stride ) {

					pushVector( i );

				}

			}

		}

		function getGeometry( id ) {

			return getBuild( library.geometries[ id ], buildGeometry );

		}

		// kinematics

		function parseKinematicsModel( xml ) {

			const data = {
				name: xml.getAttribute( 'name' ) || '',
				joints: {},
				links: []
			};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'technique_common':
						parseKinematicsTechniqueCommon( child, data );
						break;

				}

			}

			library.kinematicsModels[ xml.getAttribute( 'id' ) ] = data;

		}

		function buildKinematicsModel( data ) {

			if ( data.build !== undefined ) return data.build;

			return data;

		}

		function getKinematicsModel( id ) {

			return getBuild( library.kinematicsModels[ id ], buildKinematicsModel );

		}

		function parseKinematicsTechniqueCommon( xml, data ) {

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'joint':
						data.joints[ child.getAttribute( 'sid' ) ] = parseKinematicsJoint( child );
						break;

					case 'link':
						data.links.push( parseKinematicsLink( child ) );
						break;

				}

			}

		}

		function parseKinematicsJoint( xml ) {

			let data;

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'prismatic':
					case 'revolute':
						data = parseKinematicsJointParameter( child );
						break;

				}

			}

			return data;

		}

		function parseKinematicsJointParameter( xml ) {

			const data = {
				sid: xml.getAttribute( 'sid' ),
				name: xml.getAttribute( 'name' ) || '',
				axis: new Vector3(),
				limits: {
					min: 0,
					max: 0
				},
				type: xml.nodeName,
				static: false,
				zeroPosition: 0,
				middlePosition: 0
			};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'axis':
						const array = parseFloats( child.textContent );
						data.axis.fromArray( array );
						break;
					case 'limits':
						const max = child.getElementsByTagName( 'max' )[ 0 ];
						const min = child.getElementsByTagName( 'min' )[ 0 ];

						data.limits.max = parseFloat( max.textContent );
						data.limits.min = parseFloat( min.textContent );
						break;

				}

			}

			// if min is equal to or greater than max, consider the joint static

			if ( data.limits.min >= data.limits.max ) {

				data.static = true;

			}

			// calculate middle position

			data.middlePosition = ( data.limits.min + data.limits.max ) / 2.0;

			return data;

		}

		function parseKinematicsLink( xml ) {

			const data = {
				sid: xml.getAttribute( 'sid' ),
				name: xml.getAttribute( 'name' ) || '',
				attachments: [],
				transforms: []
			};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'attachment_full':
						data.attachments.push( parseKinematicsAttachment( child ) );
						break;

					case 'matrix':
					case 'translate':
					case 'rotate':
						data.transforms.push( parseKinematicsTransform( child ) );
						break;

				}

			}

			return data;

		}

		function parseKinematicsAttachment( xml ) {

			const data = {
				joint: xml.getAttribute( 'joint' ).split( '/' ).pop(),
				transforms: [],
				links: []
			};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'link':
						data.links.push( parseKinematicsLink( child ) );
						break;

					case 'matrix':
					case 'translate':
					case 'rotate':
						data.transforms.push( parseKinematicsTransform( child ) );
						break;

				}

			}

			return data;

		}

		function parseKinematicsTransform( xml ) {

			const data = {
				type: xml.nodeName
			};

			const array = parseFloats( xml.textContent );

			switch ( data.type ) {

				case 'matrix':
					data.obj = new Matrix4();
					data.obj.fromArray( array ).transpose();
					break;

				case 'translate':
					data.obj = new Vector3();
					data.obj.fromArray( array );
					break;

				case 'rotate':
					data.obj = new Vector3();
					data.obj.fromArray( array );
					data.angle = MathUtils.degToRad( array[ 3 ] );
					break;

			}

			return data;

		}

		// physics

		function parsePhysicsModel( xml ) {

			const data = {
				name: xml.getAttribute( 'name' ) || '',
				rigidBodies: {}
			};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'rigid_body':
						data.rigidBodies[ child.getAttribute( 'name' ) ] = {};
						parsePhysicsRigidBody( child, data.rigidBodies[ child.getAttribute( 'name' ) ] );
						break;

				}

			}

			library.physicsModels[ xml.getAttribute( 'id' ) ] = data;

		}

		function parsePhysicsRigidBody( xml, data ) {

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'technique_common':
						parsePhysicsTechniqueCommon( child, data );
						break;

				}

			}

		}

		function parsePhysicsTechniqueCommon( xml, data ) {

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'inertia':
						data.inertia = parseFloats( child.textContent );
						break;

					case 'mass':
						data.mass = parseFloats( child.textContent )[ 0 ];
						break;

				}

			}

		}

		// scene

		function parseKinematicsScene( xml ) {

			const data = {
				bindJointAxis: []
			};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'bind_joint_axis':
						data.bindJointAxis.push( parseKinematicsBindJointAxis( child ) );
						break;

				}

			}

			library.kinematicsScenes[ parseId( xml.getAttribute( 'url' ) ) ] = data;

		}

		function parseKinematicsBindJointAxis( xml ) {

			const data = {
				target: xml.getAttribute( 'target' ).split( '/' ).pop()
			};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				switch ( child.nodeName ) {

					case 'axis':
						const param = child.getElementsByTagName( 'param' )[ 0 ];
						data.axis = param.textContent;
						const tmpJointIndex = data.axis.split( 'inst_' ).pop().split( 'axis' )[ 0 ];
						data.jointIndex = tmpJointIndex.substr( 0, tmpJointIndex.length - 1 );
						break;

				}

			}

			return data;

		}

		function buildKinematicsScene( data ) {

			if ( data.build !== undefined ) return data.build;

			return data;

		}

		function getKinematicsScene( id ) {

			return getBuild( library.kinematicsScenes[ id ], buildKinematicsScene );

		}

		function setupKinematics() {

			const kinematicsModelId = Object.keys( library.kinematicsModels )[ 0 ];
			const kinematicsSceneId = Object.keys( library.kinematicsScenes )[ 0 ];
			const visualSceneId = Object.keys( library.visualScenes )[ 0 ];

			if ( kinematicsModelId === undefined || kinematicsSceneId === undefined ) return;

			const kinematicsModel = getKinematicsModel( kinematicsModelId );
			const kinematicsScene = getKinematicsScene( kinematicsSceneId );
			const visualScene = getVisualScene( visualSceneId );

			const bindJointAxis = kinematicsScene.bindJointAxis;
			const jointMap = {};

			for ( let i = 0, l = bindJointAxis.length; i < l; i ++ ) {

				const axis = bindJointAxis[ i ];

				// the result of the following query is an element of type 'translate', 'rotate','scale' or 'matrix'

				const targetElement = collada.querySelector( '[sid="' + axis.target + '"]' );

				if ( targetElement ) {

					// get the parent of the transform element

					const parentVisualElement = targetElement.parentElement;

					// connect the joint of the kinematics model with the element in the visual scene

					connect( axis.jointIndex, parentVisualElement );

				}

			}

			function connect( jointIndex, visualElement ) {

				const visualElementName = visualElement.getAttribute( 'name' );
				const joint = kinematicsModel.joints[ jointIndex ];

				visualScene.traverse( function ( object ) {

					if ( object.name === visualElementName ) {

						jointMap[ jointIndex ] = {
							object: object,
							transforms: buildTransformList( visualElement ),
							joint: joint,
							position: joint.zeroPosition
						};

					}

				} );

			}

			const m0 = new Matrix4();

			kinematics = {

				joints: kinematicsModel && kinematicsModel.joints,

				getJointValue: function ( jointIndex ) {

					const jointData = jointMap[ jointIndex ];

					if ( jointData ) {

						return jointData.position;

					} else {

						console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' doesn\'t exist.' );

					}

				},

				setJointValue: function ( jointIndex, value ) {

					const jointData = jointMap[ jointIndex ];

					if ( jointData ) {

						const joint = jointData.joint;

						if ( value > joint.limits.max || value < joint.limits.min ) {

							console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' value ' + value + ' outside of limits (min: ' + joint.limits.min + ', max: ' + joint.limits.max + ').' );

						} else if ( joint.static ) {

							console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' is static.' );

						} else {

							const object = jointData.object;
							const axis = joint.axis;
							const transforms = jointData.transforms;

							matrix.identity();

							// each update, we have to apply all transforms in the correct order

							for ( let i = 0; i < transforms.length; i ++ ) {

								const transform = transforms[ i ];

								// if there is a connection of the transform node with a joint, apply the joint value

								if ( transform.sid && transform.sid.indexOf( jointIndex ) !== - 1 ) {

									switch ( joint.type ) {

										case 'revolute':
											matrix.multiply( m0.makeRotationAxis( axis, MathUtils.degToRad( value ) ) );
											break;

										case 'prismatic':
											matrix.multiply( m0.makeTranslation( axis.x * value, axis.y * value, axis.z * value ) );
											break;

										default:
											console.warn( 'THREE.ColladaLoader: Unknown joint type: ' + joint.type );
											break;

									}

								} else {

									switch ( transform.type ) {

										case 'matrix':
											matrix.multiply( transform.obj );
											break;

										case 'translate':
											matrix.multiply( m0.makeTranslation( transform.obj.x, transform.obj.y, transform.obj.z ) );
											break;

										case 'scale':
											matrix.scale( transform.obj );
											break;

										case 'rotate':
											matrix.multiply( m0.makeRotationAxis( transform.obj, transform.angle ) );
											break;

									}

								}

							}

							object.matrix.copy( matrix );
							object.matrix.decompose( object.position, object.quaternion, object.scale );

							jointMap[ jointIndex ].position = value;

						}

					} else {

						console.log( 'THREE.ColladaLoader: ' + jointIndex + ' does not exist.' );

					}

				}

			};

		}

		function buildTransformList( node ) {

			const transforms = [];

			const xml = collada.querySelector( '[id="' + node.id + '"]' );

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				let array, vector;

				switch ( child.nodeName ) {

					case 'matrix':
						array = parseFloats( child.textContent );
						const matrix = new Matrix4().fromArray( array ).transpose();
						transforms.push( {
							sid: child.getAttribute( 'sid' ),
							type: child.nodeName,
							obj: matrix
						} );
						break;

					case 'translate':
					case 'scale':
						array = parseFloats( child.textContent );
						vector = new Vector3().fromArray( array );
						transforms.push( {
							sid: child.getAttribute( 'sid' ),
							type: child.nodeName,
							obj: vector
						} );
						break;

					case 'rotate':
						array = parseFloats( child.textContent );
						vector = new Vector3().fromArray( array );
						const angle = MathUtils.degToRad( array[ 3 ] );
						transforms.push( {
							sid: child.getAttribute( 'sid' ),
							type: child.nodeName,
							obj: vector,
							angle: angle
						} );
						break;

				}

			}

			return transforms;

		}

		// nodes

		function prepareNodes( xml ) {

			const elements = xml.getElementsByTagName( 'node' );

			// ensure all node elements have id attributes

			for ( let i = 0; i < elements.length; i ++ ) {

				const element = elements[ i ];

				if ( element.hasAttribute( 'id' ) === false ) {

					element.setAttribute( 'id', generateId() );

				}

			}

		}

		const matrix = new Matrix4();
		const vector = new Vector3();

		function parseNode( xml ) {

			const data = {
				name: xml.getAttribute( 'name' ) || '',
				type: xml.getAttribute( 'type' ),
				id: xml.getAttribute( 'id' ),
				sid: xml.getAttribute( 'sid' ),
				matrix: new Matrix4(),
				nodes: [],
				instanceCameras: [],
				instanceControllers: [],
				instanceLights: [],
				instanceGeometries: [],
				instanceNodes: [],
				transforms: {}
			};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				if ( child.nodeType !== 1 ) continue;

				let array;

				switch ( child.nodeName ) {

					case 'node':
						data.nodes.push( child.getAttribute( 'id' ) );
						parseNode( child );
						break;

					case 'instance_camera':
						data.instanceCameras.push( parseId( child.getAttribute( 'url' ) ) );
						break;

					case 'instance_controller':
						data.instanceControllers.push( parseNodeInstance( child ) );
						break;

					case 'instance_light':
						data.instanceLights.push( parseId( child.getAttribute( 'url' ) ) );
						break;

					case 'instance_geometry':
						data.instanceGeometries.push( parseNodeInstance( child ) );
						break;

					case 'instance_node':
						data.instanceNodes.push( parseId( child.getAttribute( 'url' ) ) );
						break;

					case 'matrix':
						array = parseFloats( child.textContent );
						data.matrix.multiply( matrix.fromArray( array ).transpose() );
						data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;
						break;

					case 'translate':
						array = parseFloats( child.textContent );
						vector.fromArray( array );
						data.matrix.multiply( matrix.makeTranslation( vector.x, vector.y, vector.z ) );
						data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;
						break;

					case 'rotate':
						array = parseFloats( child.textContent );
						const angle = MathUtils.degToRad( array[ 3 ] );
						data.matrix.multiply( matrix.makeRotationAxis( vector.fromArray( array ), angle ) );
						data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;
						break;

					case 'scale':
						array = parseFloats( child.textContent );
						data.matrix.scale( vector.fromArray( array ) );
						data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;
						break;

					case 'extra':
						break;

					default:
						console.log( child );

				}

			}

			if ( hasNode( data.id ) ) {

				console.warn( 'THREE.ColladaLoader: There is already a node with ID %s. Exclude current node from further processing.', data.id );

			} else {

				library.nodes[ data.id ] = data;

			}

			return data;

		}

		function parseNodeInstance( xml ) {

			const data = {
				id: parseId( xml.getAttribute( 'url' ) ),
				materials: {},
				skeletons: []
			};

			for ( let i = 0; i < xml.childNodes.length; i ++ ) {

				const child = xml.childNodes[ i ];

				switch ( child.nodeName ) {

					case 'bind_material':
						const instances = child.getElementsByTagName( 'instance_material' );

						for ( let j = 0; j < instances.length; j ++ ) {

							const instance = instances[ j ];
							const symbol = instance.getAttribute( 'symbol' );
							const target = instance.getAttribute( 'target' );

							data.materials[ symbol ] = parseId( target );

						}

						break;

					case 'skeleton':
						data.skeletons.push( parseId( child.textContent ) );
						break;

					default:
						break;

				}

			}

			return data;

		}

		function buildSkeleton( skeletons, joints ) {

			const boneData = [];
			const sortedBoneData = [];

			let i, j, data;

			// a skeleton can have multiple root bones. collada expresses this
			// situtation with multiple "skeleton" tags per controller instance

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

				const skeleton = skeletons[ i ];

				let root;

				if ( hasNode( skeleton ) ) {

					root = getNode( skeleton );
					buildBoneHierarchy( root, joints, boneData );

				} else if ( hasVisualScene( skeleton ) ) {

					// handle case where the skeleton refers to the visual scene (#13335)

					const visualScene = library.visualScenes[ skeleton ];
					const children = visualScene.children;

					for ( let j = 0; j < children.length; j ++ ) {

						const child = children[ j ];

						if ( child.type === 'JOINT' ) {

							const root = getNode( child.id );
							buildBoneHierarchy( root, joints, boneData );

						}

					}

				} else {

					console.error( 'THREE.ColladaLoader: Unable to find root bone of skeleton with ID:', skeleton );

				}

			}

			// sort bone data (the order is defined in the corresponding controller)

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

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

					data = boneData[ j ];

					if ( data.bone.name === joints[ i ].name ) {

						sortedBoneData[ i ] = data;
						data.processed = true;
						break;

					}

				}

			}

			// add unprocessed bone data at the end of the list

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

				data = boneData[ i ];

				if ( data.processed === false ) {

					sortedBoneData.push( data );
					data.processed = true;

				}

			}

			// setup arrays for skeleton creation

			const bones = [];
			const boneInverses = [];

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

				data = sortedBoneData[ i ];

				bones.push( data.bone );
				boneInverses.push( data.boneInverse );

			}

			return new Skeleton( bones, boneInverses );

		}

		function buildBoneHierarchy( root, joints, boneData ) {

			// setup bone data from visual scene

			root.traverse( function ( object ) {

				if ( object.isBone === true ) {

					let boneInverse;

					// retrieve the boneInverse from the controller data

					for ( let i = 0; i < joints.length; i ++ ) {

						const joint = joints[ i ];

						if ( joint.name === object.name ) {

							boneInverse = joint.boneInverse;
							break;

						}

					}

					if ( boneInverse === undefined ) {

						// Unfortunately, there can be joints in the visual scene that are not part of the
						// corresponding controller. In this case, we have to create a dummy boneInverse matrix
						// for the respective bone. This bone won't affect any vertices, because there are no skin indices
						// and weights defined for it. But we still have to add the bone to the sorted bone list in order to
						// ensure a correct animation of the model.

						boneInverse = new Matrix4();

					}

					boneData.push( { bone: object, boneInverse: boneInverse, processed: false } );

				}

			} );

		}

		function buildNode( data ) {

			const objects = [];

			const matrix = data.matrix;
			const nodes = data.nodes;
			const type = data.type;
			const instanceCameras = data.instanceCameras;
			const instanceControllers = data.instanceControllers;
			const instanceLights = data.instanceLights;
			const instanceGeometries = data.instanceGeometries;
			const instanceNodes = data.instanceNodes;

			// nodes

			for ( let i = 0, l = nodes.length; i < l; i ++ ) {

				objects.push( getNode( nodes[ i ] ) );

			}

			// instance cameras

			for ( let i = 0, l = instanceCameras.length; i < l; i ++ ) {

				const instanceCamera = getCamera( instanceCameras[ i ] );

				if ( instanceCamera !== null ) {

					objects.push( instanceCamera.clone() );

				}

			}

			// instance controllers

			for ( let i = 0, l = instanceControllers.length; i < l; i ++ ) {

				const instance = instanceControllers[ i ];
				const controller = getController( instance.id );
				const geometries = getGeometry( controller.id );
				const newObjects = buildObjects( geometries, instance.materials );

				const skeletons = instance.skeletons;
				const joints = controller.skin.joints;

				const skeleton = buildSkeleton( skeletons, joints );

				for ( let j = 0, jl = newObjects.length; j < jl; j ++ ) {

					const object = newObjects[ j ];

					if ( object.isSkinnedMesh ) {

						object.bind( skeleton, controller.skin.bindMatrix );
						object.normalizeSkinWeights();

					}

					objects.push( object );

				}

			}

			// instance lights

			for ( let i = 0, l = instanceLights.length; i < l; i ++ ) {

				const instanceLight = getLight( instanceLights[ i ] );

				if ( instanceLight !== null ) {

					objects.push( instanceLight.clone() );

				}

			}

			// instance geometries

			for ( let i = 0, l = instanceGeometries.length; i < l; i ++ ) {

				const instance = instanceGeometries[ i ];

				// a single geometry instance in collada can lead to multiple object3Ds.
				// this is the case when primitives are combined like triangles and lines

				const geometries = getGeometry( instance.id );
				const newObjects = buildObjects( geometries, instance.materials );

				for ( let j = 0, jl = newObjects.length; j < jl; j ++ ) {

					objects.push( newObjects[ j ] );

				}

			}

			// instance nodes

			for ( let i = 0, l = instanceNodes.length; i < l; i ++ ) {

				objects.push( getNode( instanceNodes[ i ] ).clone() );

			}

			let object;

			if ( nodes.length === 0 && objects.length === 1 ) {

				object = objects[ 0 ];

			} else {

				object = ( type === 'JOINT' ) ? new Bone() : new Group();

				for ( let i = 0; i < objects.length; i ++ ) {

					object.add( objects[ i ] );

				}

			}

			object.name = ( type === 'JOINT' ) ? data.sid : data.name;
			object.matrix.copy( matrix );
			object.matrix.decompose( object.position, object.quaternion, object.scale );

			return object;

		}

		const fallbackMaterial = new MeshBasicMaterial( { color: 0xff00ff } );

		function resolveMaterialBinding( keys, instanceMaterials ) {

			const materials = [];

			for ( let i = 0, l = keys.length; i < l; i ++ ) {

				const id = instanceMaterials[ keys[ i ] ];

				if ( id === undefined ) {

					console.warn( 'THREE.ColladaLoader: Material with key %s not found. Apply fallback material.', keys[ i ] );
					materials.push( fallbackMaterial );

				} else {

					materials.push( getMaterial( id ) );

				}

			}

			return materials;

		}

		function buildObjects( geometries, instanceMaterials ) {

			const objects = [];

			for ( const type in geometries ) {

				const geometry = geometries[ type ];

				const materials = resolveMaterialBinding( geometry.materialKeys, instanceMaterials );

				// handle case if no materials are defined

				if ( materials.length === 0 ) {

					if ( type === 'lines' || type === 'linestrips' ) {

						materials.push( new LineBasicMaterial() );

					} else {

						materials.push( new MeshPhongMaterial() );

					}

				}

				// regard skinning

				const skinning = ( geometry.data.attributes.skinIndex !== undefined );

				// choose between a single or multi materials (material array)

				const material = ( materials.length === 1 ) ? materials[ 0 ] : materials;

				// now create a specific 3D object

				let object;

				switch ( type ) {

					case 'lines':
						object = new LineSegments( geometry.data, material );
						break;

					case 'linestrips':
						object = new Line( geometry.data, material );
						break;

					case 'triangles':
					case 'polylist':
						if ( skinning ) {

							object = new SkinnedMesh( geometry.data, material );

						} else {

							object = new Mesh( geometry.data, material );

						}

						break;

				}

				objects.push( object );

			}

			return objects;

		}

		function hasNode( id ) {

			return library.nodes[ id ] !== undefined;

		}

		function getNode( id ) {

			return getBuild( library.nodes[ id ], buildNode );

		}

		// visual scenes

		function parseVisualScene( xml ) {

			const data = {
				name: xml.getAttribute( 'name' ),
				children: []
			};

			prepareNodes( xml );

			const elements = getElementsByTagName( xml, 'node' );

			for ( let i = 0; i < elements.length; i ++ ) {

				data.children.push( parseNode( elements[ i ] ) );

			}

			library.visualScenes[ xml.getAttribute( 'id' ) ] = data;

		}

		function buildVisualScene( data ) {

			const group = new Group();
			group.name = data.name;

			const children = data.children;

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

				const child = children[ i ];

				group.add( getNode( child.id ) );

			}

			return group;

		}

		function hasVisualScene( id ) {

			return library.visualScenes[ id ] !== undefined;

		}

		function getVisualScene( id ) {

			return getBuild( library.visualScenes[ id ], buildVisualScene );

		}

		// scenes

		function parseScene( xml ) {

			const instance = getElementsByTagName( xml, 'instance_visual_scene' )[ 0 ];
			return getVisualScene( parseId( instance.getAttribute( 'url' ) ) );

		}

		function setupAnimations() {

			const clips = library.clips;

			if ( isEmpty( clips ) === true ) {

				if ( isEmpty( library.animations ) === false ) {

					// if there are animations but no clips, we create a default clip for playback

					const tracks = [];

					for ( const id in library.animations ) {

						const animationTracks = getAnimation( id );

						for ( let i = 0, l = animationTracks.length; i < l; i ++ ) {

							tracks.push( animationTracks[ i ] );

						}

					}

					animations.push( new AnimationClip( 'default', - 1, tracks ) );

				}

			} else {

				for ( const id in clips ) {

					animations.push( getAnimationClip( id ) );

				}

			}

		}

		// convert the parser error element into text with each child elements text
		// separated by new lines.

		function parserErrorToText( parserError ) {

			let result = '';
			const stack = [ parserError ];

			while ( stack.length ) {

				const node = stack.shift();

				if ( node.nodeType === Node.TEXT_NODE ) {

					result += node.textContent;

				} else {

					result += '\n';
					stack.push.apply( stack, node.childNodes );

				}

			}

			return result.trim();

		}

		if ( text.length === 0 ) {

			return { scene: new Scene() };

		}

		const xml = new DOMParser().parseFromString( text, 'application/xml' );

		const collada = getElementsByTagName( xml, 'COLLADA' )[ 0 ];

		const parserError = xml.getElementsByTagName( 'parsererror' )[ 0 ];
		if ( parserError !== undefined ) {

			// Chrome will return parser error with a div in it

			const errorElement = getElementsByTagName( parserError, 'div' )[ 0 ];
			let errorText;

			if ( errorElement ) {

				errorText = errorElement.textContent;

			} else {

				errorText = parserErrorToText( parserError );

			}

			console.error( 'THREE.ColladaLoader: Failed to parse collada file.\n', errorText );

			return null;

		}

		// metadata

		const version = collada.getAttribute( 'version' );
		console.log( 'THREE.ColladaLoader: File version', version );

		const asset = parseAsset( getElementsByTagName( collada, 'asset' )[ 0 ] );
		const textureLoader = new TextureLoader( this.manager );
		textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );

		let tgaLoader;

		if ( TGALoader ) {

			tgaLoader = new TGALoader( this.manager );
			tgaLoader.setPath( this.resourcePath || path );

		}

		//

		const tempColor = new Color();
		const animations = [];
		let kinematics = {};
		let count = 0;

		//

		const library = {
			animations: {},
			clips: {},
			controllers: {},
			images: {},
			effects: {},
			materials: {},
			cameras: {},
			lights: {},
			geometries: {},
			nodes: {},
			visualScenes: {},
			kinematicsModels: {},
			physicsModels: {},
			kinematicsScenes: {}
		};

		parseLibrary( collada, 'library_animations', 'animation', parseAnimation );
		parseLibrary( collada, 'library_animation_clips', 'animation_clip', parseAnimationClip );
		parseLibrary( collada, 'library_controllers', 'controller', parseController );
		parseLibrary( collada, 'library_images', 'image', parseImage );
		parseLibrary( collada, 'library_effects', 'effect', parseEffect );
		parseLibrary( collada, 'library_materials', 'material', parseMaterial );
		parseLibrary( collada, 'library_cameras', 'camera', parseCamera );
		parseLibrary( collada, 'library_lights', 'light', parseLight );
		parseLibrary( collada, 'library_geometries', 'geometry', parseGeometry );
		parseLibrary( collada, 'library_nodes', 'node', parseNode );
		parseLibrary( collada, 'library_visual_scenes', 'visual_scene', parseVisualScene );
		parseLibrary( collada, 'library_kinematics_models', 'kinematics_model', parseKinematicsModel );
		parseLibrary( collada, 'library_physics_models', 'physics_model', parsePhysicsModel );
		parseLibrary( collada, 'scene', 'instance_kinematics_scene', parseKinematicsScene );

		buildLibrary( library.animations, buildAnimation );
		buildLibrary( library.clips, buildAnimationClip );
		buildLibrary( library.controllers, buildController );
		buildLibrary( library.images, buildImage );
		buildLibrary( library.effects, buildEffect );
		buildLibrary( library.materials, buildMaterial );
		buildLibrary( library.cameras, buildCamera );
		buildLibrary( library.lights, buildLight );
		buildLibrary( library.geometries, buildGeometry );
		buildLibrary( library.visualScenes, buildVisualScene );

		setupAnimations();
		setupKinematics();

		const scene = parseScene( getElementsByTagName( collada, 'scene' )[ 0 ] );
		scene.animations = animations;

		if ( asset.upAxis === 'Z_UP' ) {

			scene.quaternion.setFromEuler( new Euler( - Math.PI / 2, 0, 0 ) );

		}

		scene.scale.multiplyScalar( asset.unit );

		return {
			get animations() {

				console.warn( 'THREE.ColladaLoader: Please access animations over scene.animations now.' );
				return animations;

			},
			kinematics: kinematics,
			library: library,
			scene: scene
		};

	}
Example #8
Source File: DisplacementSphere.js    From personal-website-react with MIT License 4 votes vote down vote up
DisplacementSphere = (props) => {
    const { theme } = useContext(ThemeContext);
    const rgbBackground = theme === "light" ? "250 250 250" : "17 17 17";
    const width = useRef(window.innerWidth);
    const height = useRef(window.innerHeight);
    const start = useRef(Date.now());
    const canvasRef = useRef();
    const mouse = useRef();
    const renderer = useRef();
    const camera = useRef();
    const scene = useRef();
    const lights = useRef();
    const uniforms = useRef();
    const material = useRef();
    const geometry = useRef();
    const sphere = useRef();
    const tweenRef = useRef();
    const sphereSpring = useRef();
    const prefersReducedMotion = Boolean(usePrefersReducedMotion() && false); //disabled until switching themes fixed
    const isInViewport = useInViewport(canvasRef);

    useEffect(() => {
        mouse.current = new Vector2(0.8, 0.5);
        renderer.current = new WebGLRenderer({
            canvas: canvasRef.current,
            powerPreference: "high-performance",
        });
        renderer.current.setSize(width.current, height.current);
        renderer.current.setPixelRatio(1);
        renderer.current.outputEncoding = sRGBEncoding;

        camera.current = new PerspectiveCamera(
            55,
            width.current / height.current,
            0.1,
            200
        );
        camera.current.position.z = 52;

        scene.current = new Scene();

        material.current = new MeshPhongMaterial();
        material.current.onBeforeCompile = (shader) => {
            uniforms.current = UniformsUtils.merge([
                UniformsLib["ambient"],
                UniformsLib["lights"],
                shader.uniforms,
                { time: { type: "f", value: 0 } },
            ]);

            shader.uniforms = uniforms.current;
            shader.vertexShader = vertShader;
            shader.fragmentShader = fragShader;
            shader.lights = true;
        };

        geometry.current = new SphereBufferGeometry(32, 128, 128);

        sphere.current = new Mesh(geometry.current, material.current);
        sphere.current.position.z = 0;
        sphere.current.modifier = Math.random();
        scene.current.add(sphere.current);

        return () => {
            cleanScene(scene.current);
            cleanRenderer(renderer.current);
        };
    }, []);

    useEffect(() => {
        const dirLight = new DirectionalLight(
            rgbToThreeColor("250 250 250"),
            0.6
        );
        const ambientLight = new AmbientLight(
            rgbToThreeColor("250 250 250"),
            theme === "light" ? 0.8 : 0.1
        );

        dirLight.position.z = 200;
        dirLight.position.x = 100;
        dirLight.position.y = 100;

        lights.current = [dirLight, ambientLight];
        scene.current.background = rgbToThreeColor(rgbBackground);
        lights.current.forEach((light) => scene.current.add(light));

        return () => {
            removeLights(lights.current);
        };
    }, [rgbBackground, theme]);

    useEffect(() => {
        const handleResize = () => {
            const canvasHeight = innerHeight();
            const windowWidth = window.innerWidth;
            const fullHeight = canvasHeight + canvasHeight * 0.3;
            canvasRef.current.style.height = fullHeight;
            renderer.current.setSize(windowWidth, fullHeight);
            camera.current.aspect = windowWidth / fullHeight;
            camera.current.updateProjectionMatrix();

            // Render a single frame on resize when not animating
            if (prefersReducedMotion) {
                renderer.current.render(scene.current, camera.current);
            }

            if (windowWidth <= media.mobile) {
                sphere.current.position.x = 14;
                sphere.current.position.y = 10;
            } else if (windowWidth <= media.tablet) {
                sphere.current.position.x = 18;
                sphere.current.position.y = 14;
            } else {
                sphere.current.position.x = 22;
                sphere.current.position.y = 16;
            }
        };

        window.addEventListener("resize", handleResize);
        handleResize();

        return () => {
            window.removeEventListener("resize", handleResize);
        };
    }, [prefersReducedMotion]);

    useEffect(() => {
        const onMouseMove = (event) => {
            const { rotation } = sphere.current;

            const position = {
                x: event.clientX / window.innerWidth,
                y: event.clientY / window.innerHeight,
            };

            if (!sphereSpring.current) {
                sphereSpring.current = value(rotation.toArray(), (values) =>
                    rotation.set(
                        values[0],
                        values[1],
                        sphere.current.rotation.z
                    )
                );
            }

            tweenRef.current = spring({
                from: sphereSpring.current.get(),
                to: [position.y / 2, position.x / 2],
                stiffness: 30,
                damping: 20,
                velocity: sphereSpring.current.getVelocity(),
                mass: 2,
                restSpeed: 0.0001,
            }).start(sphereSpring.current);
        };

        if (!prefersReducedMotion && isInViewport) {
            window.addEventListener("mousemove", onMouseMove);
        }

        return () => {
            window.removeEventListener("mousemove", onMouseMove);

            if (tweenRef.current) {
                tweenRef.current.stop();
            }
        };
    }, [isInViewport, prefersReducedMotion]);

    useEffect(() => {
        let animation;

        const animate = () => {
            animation = requestAnimationFrame(animate);

            if (uniforms.current !== undefined) {
                uniforms.current.time.value =
                    0.00005 * (Date.now() - start.current);
            }

            sphere.current.rotation.z += 0.001;
            renderer.current.render(scene.current, camera.current);
        };

        if (!prefersReducedMotion && isInViewport) {
            animate();
        } else {
            renderer.current.render(scene.current, camera.current);
        }

        return () => {
            cancelAnimationFrame(animation);
        };
    }, [isInViewport, prefersReducedMotion]);

    return (
        <Transition appear in onEnter={reflow} timeout={3000}>
            {(status) => (
                <canvas
                    aria-hidden
                    className={classNames(
                        "displacement-sphere",
                        `displacement-sphere--${status}`
                    )}
                    ref={canvasRef}
                    {...props}
                />
            )}
        </Transition>
    );
}
Example #9
Source File: Setup.js    From webmc with MIT License 4 votes vote down vote up
function Setup (game) {
  game.canvas = document.querySelector('#c')
  game.pcanvas = document.querySelector('#c_player')
  game.renderer = new WebGLRenderer({
    canvas: game.canvas,
    PixelRatio: window.devicePixelRatio
  })
  game.renderer.sortObjects = true
  game.scene = new Scene()
  game.camera = new PerspectiveCamera(game.fov.normal, 2, 0.1, 1000)
  game.camera.rotation.order = 'YXZ'
  game.camera.position.set(26, 26, 26)
  game.scene.add(new AmbientLight(0xdddddd))
  if (!game.production) {
    game.stats = new Stats()
    game.drawcalls = game.stats.addPanel(
      new Stats.Panel('calls', '#ff8', '#221')
    )
    game.stats.showPanel(0)
    document.body.appendChild(game.stats.dom)
  }
  game.distanceBasedFog = new DistanceBasedFog(game)
  game.servers = {
    production: game.al.get('config').minecraftProduction,
    development: game.al.get('config').minecraftDevelopment
  }
  UrlParams(game)
  console.warn(gpuInfo())
  game.socket = new Socket(game)
  game.pii = new PlayerInInventory(game)
  game.bb = new BlockBreak(game)
  game.bp = new BlockPlace(game)
  game.world = new World(game)
  game.ent = new Entities(game)
  game.chat = new Chat(game)
  game.inv_bar = new InventoryBar(game)
  game.tl = new TabList(game)
  game.ls = new LoadingScreen(game)
  game.ls.show('Waiting for proxy...')
  let hostname, port, pars
  if (game.proxy === 'local') {
    hostname = document.location.hostname
    port = document.location.port
  } else if (game.proxy === 'production') {
    pars = game.al.get('config').proxy.split(':')
    hostname = pars[0]
    port = pars[1]
  } else {
    pars = game.proxy.split(':')
    hostname = pars[0]
    port = pars[1]
  }
  window.fetch(`${document.location.protocol}//${hostname}:${port}/proxyCheck`)
    .then(response => response.text())
    .then(data => {
      if (data === 'OK') {
        game.ls.show(`Connecting to ${game.server}...`)

        // PLAYER UUID
        window.fetch(`${document.location.protocol}//${hostname}:${port}/getId?nick=${game.nick}`)
          .then(response => response.text())
          .then(id => {
            if (id !== 'ERR') {
              console.log(`UUID: ${id}`)
              // SKIN
              game.skinUrl = `${document.location.protocol}//${hostname}:${port}/getSkin?id=${id}`
              console.log(game.skinUrl)
              new TextureLoader().load(game.skinUrl, (texture) => {
                game.pii.setup(texture)
              })
            } else {
              console.log('UUID not found!')
              game.pii.setup(game.al.get('playerTex'))
            }
          })
      }
    })

  game.distanceBasedFog.addShaderToMaterials([
    game.world.material,
    game.ent.mobMaterial,
    game.ent.playerMaterial,
    game.ent.objectMaterial
  ])
  const gui = new dat.GUI()
  game.params = {
    chunkdist: 4,
    frustumtest: false
  }
  game.distanceBasedFog.updateDistance(game.params.chunkdist)
  gui
    .add(game.params, 'chunkdist', 2, 10, 1)
    .name('Render distance')
    .onChange(function (val) {
      if (game.distanceBasedFog.visible) {
        game.distanceBasedFog.updateDistance(val)
      }
    })
    .listen()
  gui
    .add(game.fov, 'normal', 30, 110, 1)
    .name('FOV')
    .onChange(function (val) {
      game.fov.sprint = game.fov.normal + 10
      game.camera.fov = game.fov.normal
      game.camera.updateProjectionMatrix()
    })
    .listen()
  gui
    .add(game.distanceBasedFog, 'visible')
    .name('Enable fog')
    .onChange(function (val) {
      if (val) {
        game.distanceBasedFog.updateDistance(game.params.chunkdist)
      } else {
        game.distanceBasedFog.updateDistance(1000)
      }
    })
    .listen()
  gui
    .add(game.world.chunkManager, 'smooth')
    .name('Smooth chunks')
    .listen()
  gui
    .add(game.world.material, 'wireframe')
    .name('Wireframe')
    .listen()
  gui
    .add(game.params, 'frustumtest')
    .name('Frustum test')
    .listen()
  game.eh = new EventHandler(game)
}
Example #10
Source File: FBXLoader.js    From canvas with Apache License 2.0 4 votes vote down vote up
FBXLoader = ( function () {

	var fbxTree;
	var connections;
	var sceneGraph;

	function FBXLoader( manager ) {

		Loader.call( this, manager );

	}

	FBXLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

		constructor: FBXLoader,

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;

			var loader = new FileLoader( this.manager );
			loader.setPath( scope.path );
			loader.setResponseType( 'arraybuffer' );

			loader.load( url, function ( buffer ) {

				try {

					onLoad( scope.parse( buffer, path ) );

				} catch ( error ) {

					setTimeout( function () {

						if ( onError ) onError( error );

						scope.manager.itemError( url );

					}, 0 );

				}

			}, onProgress, onError );

		},

		parse: function ( FBXBuffer, path ) {

			if ( isFbxFormatBinary( FBXBuffer ) ) {

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

			} else {

				var FBXText = convertArrayBufferToString( FBXBuffer );

				if ( ! isFbxFormatASCII( FBXText ) ) {

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

				}

				if ( getFbxVersion( FBXText ) < 7000 ) {

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

				}

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

			}

			// console.log( fbxTree );

			var textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );

			return new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );

		}

	} );

	// Parse the FBXTree object returned by the BinaryParser or TextParser and return a Group
	function FBXTreeParser( textureLoader, manager ) {

		this.textureLoader = textureLoader;
		this.manager = manager;

	}

	FBXTreeParser.prototype = {

		constructor: FBXTreeParser,

		parse: function () {

			connections = this.parseConnections();

			var images = this.parseImages();
			var textures = this.parseTextures( images );
			var materials = this.parseMaterials( textures );
			var deformers = this.parseDeformers();
			var geometryMap = new GeometryParser().parse( deformers );

			this.parseScene( deformers, geometryMap, materials );

			return sceneGraph;

		},

		// Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
		// and details the connection type
		parseConnections: function () {

			var connectionMap = new Map();

			if ( 'Connections' in fbxTree ) {

				var rawConnections = fbxTree.Connections.connections;

				rawConnections.forEach( function ( rawConnection ) {

					var fromID = rawConnection[ 0 ];
					var toID = rawConnection[ 1 ];
					var relationship = rawConnection[ 2 ];

					if ( ! connectionMap.has( fromID ) ) {

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

					}

					var parentRelationship = { ID: toID, relationship: relationship };
					connectionMap.get( fromID ).parents.push( parentRelationship );

					if ( ! connectionMap.has( toID ) ) {

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

					}

					var childRelationship = { ID: fromID, relationship: relationship };
					connectionMap.get( toID ).children.push( childRelationship );

				} );

			}

			return connectionMap;

		},

		// Parse FBXTree.Objects.Video for embedded image data
		// These images are connected to textures in FBXTree.Objects.Textures
		// via FBXTree.Connections.
		parseImages: function () {

			var images = {};
			var blobs = {};

			if ( 'Video' in fbxTree.Objects ) {

				var videoNodes = fbxTree.Objects.Video;

				for ( var nodeID in videoNodes ) {

					var videoNode = videoNodes[ nodeID ];

					var id = parseInt( nodeID );

					images[ id ] = videoNode.RelativeFilename || videoNode.Filename;

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

						var arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
						var base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );

						if ( arrayBufferContent || base64Content ) {

							var image = this.parseImage( videoNodes[ nodeID ] );

							blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;

						}

					}

				}

			}

			for ( var id in images ) {

				var filename = images[ id ];

				if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
				else images[ id ] = images[ id ].split( '\\' ).pop();

			}

			return images;

		},

		// Parse embedded image data in FBXTree.Video.Content
		parseImage: function ( videoNode ) {

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

			var type;

			switch ( extension ) {

				case 'bmp':

					type = 'image/bmp';
					break;

				case 'jpg':
				case 'jpeg':

					type = 'image/jpeg';
					break;

				case 'png':

					type = 'image/png';
					break;

				case 'tif':

					type = 'image/tiff';
					break;

				case 'tga':

					if ( this.manager.getHandler( '.tga' ) === null ) {

						console.warn( 'FBXLoader: TGA loader not found, skipping ', fileName );

					}

					type = 'image/tga';
					break;

				default:

					console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
					return;

			}

			if ( typeof content === 'string' ) { // ASCII format

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

			} else { // Binary Format

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

			}

		},

		// Parse nodes in FBXTree.Objects.Texture
		// These contain details such as UV scaling, cropping, rotation etc and are connected
		// to images in FBXTree.Objects.Video
		parseTextures: function ( images ) {

			var textureMap = new Map();

			if ( 'Texture' in fbxTree.Objects ) {

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

					var texture = this.parseTexture( textureNodes[ nodeID ], images );
					textureMap.set( parseInt( nodeID ), texture );

				}

			}

			return textureMap;

		},

		// Parse individual node in FBXTree.Objects.Texture
		parseTexture: function ( textureNode, images ) {

			var texture = this.loadTexture( textureNode, images );

			texture.ID = textureNode.id;

			texture.name = textureNode.attrName;

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

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

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

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

			if ( 'Scaling' in textureNode ) {

				var values = textureNode.Scaling.value;

				texture.repeat.x = values[ 0 ];
				texture.repeat.y = values[ 1 ];

			}

			return texture;

		},

		// load a texture specified as a blob or data URI, or via an external URL using TextureLoader
		loadTexture: function ( textureNode, images ) {

			var fileName;

			var currentPath = this.textureLoader.path;

			var children = connections.get( textureNode.id ).children;

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

				fileName = images[ children[ 0 ].ID ];

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

					this.textureLoader.setPath( undefined );

				}

			}

			var texture;

			var extension = textureNode.FileName.slice( - 3 ).toLowerCase();

			if ( extension === 'tga' ) {

				var loader = this.manager.getHandler( '.tga' );

				if ( loader === null ) {

					console.warn( 'FBXLoader: TGA loader not found, creating placeholder texture for', textureNode.RelativeFilename );
					texture = new Texture();

				} else {

					texture = loader.load( fileName );

				}

			} else if ( extension === 'psd' ) {

				console.warn( 'FBXLoader: PSD textures are not supported, creating placeholder texture for', textureNode.RelativeFilename );
				texture = new Texture();

			} else {

				texture = this.textureLoader.load( fileName );

			}

			this.textureLoader.setPath( currentPath );

			return texture;

		},

		// Parse nodes in FBXTree.Objects.Material
		parseMaterials: function ( textureMap ) {

			var materialMap = new Map();

			if ( 'Material' in fbxTree.Objects ) {

				var materialNodes = fbxTree.Objects.Material;

				for ( var nodeID in materialNodes ) {

					var material = this.parseMaterial( materialNodes[ nodeID ], textureMap );

					if ( material !== null ) materialMap.set( parseInt( nodeID ), material );

				}

			}

			return materialMap;

		},

		// Parse single node in FBXTree.Objects.Material
		// Materials are connected to texture maps in FBXTree.Objects.Textures
		// FBX format currently only supports Lambert and Phong shading models
		parseMaterial: function ( materialNode, textureMap ) {

			var ID = materialNode.id;
			var name = materialNode.attrName;
			var type = materialNode.ShadingModel;

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

				type = type.value;

			}

			// Ignore unused materials which don't have any connections.
			if ( ! connections.has( ID ) ) return null;

			var parameters = this.parseParameters( materialNode, textureMap, ID );

			var material;

			switch ( type.toLowerCase() ) {

				case 'phong':
					material = new MeshPhongMaterial();
					break;
				case 'lambert':
					material = new MeshLambertMaterial();
					break;
				default:
					console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
					material = new MeshPhongMaterial();
					break;

			}

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

			return material;

		},

		// Parse FBX material and return parameters suitable for a three.js material
		// Also parse the texture map and return any textures associated with the material
		parseParameters: function ( materialNode, textureMap, ID ) {

			var parameters = {};

			if ( materialNode.BumpFactor ) {

				parameters.bumpScale = materialNode.BumpFactor.value;

			}

			if ( materialNode.Diffuse ) {

				parameters.color = new Color().fromArray( materialNode.Diffuse.value );

			} else if ( materialNode.DiffuseColor && materialNode.DiffuseColor.type === 'Color' ) {

				// The blender exporter exports diffuse here instead of in materialNode.Diffuse
				parameters.color = new Color().fromArray( materialNode.DiffuseColor.value );

			}

			if ( materialNode.DisplacementFactor ) {

				parameters.displacementScale = materialNode.DisplacementFactor.value;

			}

			if ( materialNode.Emissive ) {

				parameters.emissive = new Color().fromArray( materialNode.Emissive.value );

			} else if ( materialNode.EmissiveColor && materialNode.EmissiveColor.type === 'Color' ) {

				// The blender exporter exports emissive color here instead of in materialNode.Emissive
				parameters.emissive = new Color().fromArray( materialNode.EmissiveColor.value );

			}

			if ( materialNode.EmissiveFactor ) {

				parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );

			}

			if ( materialNode.Opacity ) {

				parameters.opacity = parseFloat( materialNode.Opacity.value );

			}

			if ( parameters.opacity < 1.0 ) {

				parameters.transparent = true;

			}

			if ( materialNode.ReflectionFactor ) {

				parameters.reflectivity = materialNode.ReflectionFactor.value;

			}

			if ( materialNode.Shininess ) {

				parameters.shininess = materialNode.Shininess.value;

			}

			if ( materialNode.Specular ) {

				parameters.specular = new Color().fromArray( materialNode.Specular.value );

			} else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {

				// The blender exporter exports specular color here instead of in materialNode.Specular
				parameters.specular = new Color().fromArray( materialNode.SpecularColor.value );

			}

			var scope = this;
			connections.get( ID ).children.forEach( function ( child ) {

				var type = child.relationship;

				switch ( type ) {

					case 'Bump':
						parameters.bumpMap = scope.getTexture( textureMap, child.ID );
						break;

					case 'Maya|TEX_ao_map':
						parameters.aoMap = scope.getTexture( textureMap, child.ID );
						break;

					case 'DiffuseColor':
					case 'Maya|TEX_color_map':
						parameters.map = scope.getTexture( textureMap, child.ID );
						parameters.map.encoding = sRGBEncoding;
						break;

					case 'DisplacementColor':
						parameters.displacementMap = scope.getTexture( textureMap, child.ID );
						break;

					case 'EmissiveColor':
						parameters.emissiveMap = scope.getTexture( textureMap, child.ID );
						parameters.emissiveMap.encoding = sRGBEncoding;
						break;

					case 'NormalMap':
					case 'Maya|TEX_normal_map':
						parameters.normalMap = scope.getTexture( textureMap, child.ID );
						break;

					case 'ReflectionColor':
						parameters.envMap = scope.getTexture( textureMap, child.ID );
						parameters.envMap.mapping = EquirectangularReflectionMapping;
						parameters.envMap.encoding = sRGBEncoding;
						break;

					case 'SpecularColor':
						parameters.specularMap = scope.getTexture( textureMap, child.ID );
						parameters.specularMap.encoding = sRGBEncoding;
						break;

					case 'TransparentColor':
					case 'TransparencyFactor':
						parameters.alphaMap = scope.getTexture( textureMap, child.ID );
						parameters.transparent = true;
						break;

					case 'AmbientColor':
					case 'ShininessExponent': // AKA glossiness map
					case 'SpecularFactor': // AKA specularLevel
					case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
					default:
						console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
						break;

				}

			} );

			return parameters;

		},

		// get a texture from the textureMap for use by a material.
		getTexture: function ( textureMap, id ) {

			// if the texture is a layered texture, just use the first layer and issue a warning
			if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {

				console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
				id = connections.get( id ).children[ 0 ].ID;

			}

			return textureMap.get( id );

		},

		// Parse nodes in FBXTree.Objects.Deformer
		// Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
		// Generates map of Skeleton-like objects for use later when generating and binding skeletons.
		parseDeformers: function () {

			var skeletons = {};
			var morphTargets = {};

			if ( 'Deformer' in fbxTree.Objects ) {

				var DeformerNodes = fbxTree.Objects.Deformer;

				for ( var nodeID in DeformerNodes ) {

					var deformerNode = DeformerNodes[ nodeID ];

					var relationships = connections.get( parseInt( nodeID ) );

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

						var skeleton = this.parseSkeleton( relationships, DeformerNodes );
						skeleton.ID = nodeID;

						if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
						skeleton.geometryID = relationships.parents[ 0 ].ID;

						skeletons[ nodeID ] = skeleton;

					} else if ( deformerNode.attrType === 'BlendShape' ) {

						var morphTarget = {
							id: nodeID,
						};

						morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
						morphTarget.id = nodeID;

						if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );

						morphTargets[ nodeID ] = morphTarget;

					}

				}

			}

			return {

				skeletons: skeletons,
				morphTargets: morphTargets,

			};

		},

		// Parse single nodes in FBXTree.Objects.Deformer
		// The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
		// Each skin node represents a skeleton and each cluster node represents a bone
		parseSkeleton: function ( relationships, deformerNodes ) {

			var rawBones = [];

			relationships.children.forEach( function ( child ) {

				var boneNode = deformerNodes[ child.ID ];

				if ( boneNode.attrType !== 'Cluster' ) return;

				var rawBone = {

					ID: child.ID,
					indices: [],
					weights: [],
					transformLink: new Matrix4().fromArray( boneNode.TransformLink.a ),
					// transform: new Matrix4().fromArray( boneNode.Transform.a ),
					// linkMode: boneNode.Mode,

				};

				if ( 'Indexes' in boneNode ) {

					rawBone.indices = boneNode.Indexes.a;
					rawBone.weights = boneNode.Weights.a;

				}

				rawBones.push( rawBone );

			} );

			return {

				rawBones: rawBones,
				bones: []

			};

		},

		// The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
		parseMorphTargets: function ( relationships, deformerNodes ) {

			var rawMorphTargets = [];

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

				var child = relationships.children[ i ];

				var morphTargetNode = deformerNodes[ child.ID ];

				var rawMorphTarget = {

					name: morphTargetNode.attrName,
					initialWeight: morphTargetNode.DeformPercent,
					id: morphTargetNode.id,
					fullWeights: morphTargetNode.FullWeights.a

				};

				if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;

				rawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {

					return child.relationship === undefined;

				} )[ 0 ].ID;

				rawMorphTargets.push( rawMorphTarget );

			}

			return rawMorphTargets;

		},

		// create the main Group() to be returned by the loader
		parseScene: function ( deformers, geometryMap, materialMap ) {

			sceneGraph = new Group();

			var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );

			var modelNodes = fbxTree.Objects.Model;

			var scope = this;
			modelMap.forEach( function ( model ) {

				var modelNode = modelNodes[ model.ID ];
				scope.setLookAtProperties( model, modelNode );

				var parentConnections = connections.get( model.ID ).parents;

				parentConnections.forEach( function ( connection ) {

					var parent = modelMap.get( connection.ID );
					if ( parent !== undefined ) parent.add( model );

				} );

				if ( model.parent === null ) {

					sceneGraph.add( model );

				}


			} );

			this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );

			this.createAmbientLight();

			this.setupMorphMaterials();

			sceneGraph.traverse( function ( node ) {

				if ( node.userData.transformData ) {

					if ( node.parent ) node.userData.transformData.parentMatrixWorld = node.parent.matrix;

					var transform = generateTransform( node.userData.transformData );

					node.applyMatrix4( transform );

				}

			} );

			var animations = new AnimationParser().parse();

			// if all the models where already combined in a single group, just return that
			if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {

				sceneGraph.children[ 0 ].animations = animations;
				sceneGraph = sceneGraph.children[ 0 ];

			}

			sceneGraph.animations = animations;

		},

		// parse nodes in FBXTree.Objects.Model
		parseModels: function ( skeletons, geometryMap, materialMap ) {

			var modelMap = new Map();
			var modelNodes = fbxTree.Objects.Model;

			for ( var nodeID in modelNodes ) {

				var id = parseInt( nodeID );
				var node = modelNodes[ nodeID ];
				var relationships = connections.get( id );

				var model = this.buildSkeleton( relationships, skeletons, id, node.attrName );

				if ( ! model ) {

					switch ( node.attrType ) {

						case 'Camera':
							model = this.createCamera( relationships );
							break;
						case 'Light':
							model = this.createLight( relationships );
							break;
						case 'Mesh':
							model = this.createMesh( relationships, geometryMap, materialMap );
							break;
						case 'NurbsCurve':
							model = this.createCurve( relationships, geometryMap );
							break;
						case 'LimbNode':
						case 'Root':
							model = new Bone();
							break;
						case 'Null':
						default:
							model = new Group();
							break;

					}

					model.name = node.attrName ? PropertyBinding.sanitizeNodeName( node.attrName ) : '';

					model.ID = id;

				}

				this.getTransformData( model, node );
				modelMap.set( id, model );

			}

			return modelMap;

		},

		buildSkeleton: function ( relationships, skeletons, id, name ) {

			var bone = null;

			relationships.parents.forEach( function ( parent ) {

				for ( var ID in skeletons ) {

					var skeleton = skeletons[ ID ];

					skeleton.rawBones.forEach( function ( rawBone, i ) {

						if ( rawBone.ID === parent.ID ) {

							var subBone = bone;
							bone = new Bone();

							bone.matrixWorld.copy( rawBone.transformLink );

							// set name and id here - otherwise in cases where "subBone" is created it will not have a name / id

							bone.name = name ? PropertyBinding.sanitizeNodeName( name ) : '';
							bone.ID = id;

							skeleton.bones[ i ] = bone;

							// In cases where a bone is shared between multiple meshes
							// duplicate the bone here and and it as a child of the first bone
							if ( subBone !== null ) {

								bone.add( subBone );

							}

						}

					} );

				}

			} );

			return bone;

		},

		// create a PerspectiveCamera or OrthographicCamera
		createCamera: function ( relationships ) {

			var model;
			var cameraAttribute;

			relationships.children.forEach( function ( child ) {

				var attr = fbxTree.Objects.NodeAttribute[ child.ID ];

				if ( attr !== undefined ) {

					cameraAttribute = attr;

				}

			} );

			if ( cameraAttribute === undefined ) {

				model = new Object3D();

			} else {

				var type = 0;
				if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {

					type = 1;

				}

				var nearClippingPlane = 1;
				if ( cameraAttribute.NearPlane !== undefined ) {

					nearClippingPlane = cameraAttribute.NearPlane.value / 1000;

				}

				var farClippingPlane = 1000;
				if ( cameraAttribute.FarPlane !== undefined ) {

					farClippingPlane = cameraAttribute.FarPlane.value / 1000;

				}


				var width = window.innerWidth;
				var height = window.innerHeight;

				if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {

					width = cameraAttribute.AspectWidth.value;
					height = cameraAttribute.AspectHeight.value;

				}

				var aspect = width / height;

				var fov = 45;
				if ( cameraAttribute.FieldOfView !== undefined ) {

					fov = cameraAttribute.FieldOfView.value;

				}

				var focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;

				switch ( type ) {

					case 0: // Perspective
						model = new PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
						if ( focalLength !== null ) model.setFocalLength( focalLength );
						break;

					case 1: // Orthographic
						model = new OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
						break;

					default:
						console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
						model = new Object3D();
						break;

				}

			}

			return model;

		},

		// Create a DirectionalLight, PointLight or SpotLight
		createLight: function ( relationships ) {

			var model;
			var lightAttribute;

			relationships.children.forEach( function ( child ) {

				var attr = fbxTree.Objects.NodeAttribute[ child.ID ];

				if ( attr !== undefined ) {

					lightAttribute = attr;

				}

			} );

			if ( lightAttribute === undefined ) {

				model = new Object3D();

			} else {

				var type;

				// LightType can be undefined for Point lights
				if ( lightAttribute.LightType === undefined ) {

					type = 0;

				} else {

					type = lightAttribute.LightType.value;

				}

				var color = 0xffffff;

				if ( lightAttribute.Color !== undefined ) {

					color = new Color().fromArray( lightAttribute.Color.value );

				}

				var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;

				// light disabled
				if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {

					intensity = 0;

				}

				var distance = 0;
				if ( lightAttribute.FarAttenuationEnd !== undefined ) {

					if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {

						distance = 0;

					} else {

						distance = lightAttribute.FarAttenuationEnd.value;

					}

				}

				// TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
				var decay = 1;

				switch ( type ) {

					case 0: // Point
						model = new PointLight( color, intensity, distance, decay );
						break;

					case 1: // Directional
						model = new DirectionalLight( color, intensity );
						break;

					case 2: // Spot
						var angle = Math.PI / 3;

						if ( lightAttribute.InnerAngle !== undefined ) {

							angle = MathUtils.degToRad( lightAttribute.InnerAngle.value );

						}

						var penumbra = 0;
						if ( lightAttribute.OuterAngle !== undefined ) {

							// TODO: this is not correct - FBX calculates outer and inner angle in degrees
							// with OuterAngle > InnerAngle && OuterAngle <= Math.PI
							// while three.js uses a penumbra between (0, 1) to attenuate the inner angle
							penumbra = MathUtils.degToRad( lightAttribute.OuterAngle.value );
							penumbra = Math.max( penumbra, 1 );

						}

						model = new SpotLight( color, intensity, distance, angle, penumbra, decay );
						break;

					default:
						console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a PointLight.' );
						model = new PointLight( color, intensity );
						break;

				}

				if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {

					model.castShadow = true;

				}

			}

			return model;

		},

		createMesh: function ( relationships, geometryMap, materialMap ) {

			var model;
			var geometry = null;
			var material = null;
			var materials = [];

			// get geometry and materials(s) from connections
			relationships.children.forEach( function ( child ) {

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

					geometry = geometryMap.get( child.ID );

				}

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

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

				}

			} );

			if ( materials.length > 1 ) {

				material = materials;

			} else if ( materials.length > 0 ) {

				material = materials[ 0 ];

			} else {

				material = new MeshPhongMaterial( { color: 0xcccccc } );
				materials.push( material );

			}

			if ( 'color' in geometry.attributes ) {

				materials.forEach( function ( material ) {

					material.vertexColors = true;

				} );

			}

			if ( geometry.FBX_Deformer ) {

				materials.forEach( function ( material ) {

					material.skinning = true;

				} );

				model = new SkinnedMesh( geometry, material );
				model.normalizeSkinWeights();

			} else {

				model = new Mesh( geometry, material );

			}

			return model;

		},

		createCurve: function ( relationships, geometryMap ) {

			var geometry = relationships.children.reduce( function ( geo, child ) {

				if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );

				return geo;

			}, null );

			// FBX does not list materials for Nurbs lines, so we'll just put our own in here.
			var material = new LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
			return new Line( geometry, material );

		},

		// parse the model node for transform data
		getTransformData: function ( model, modelNode ) {

			var transformData = {};

			if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );

			if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
			else transformData.eulerOrder = 'ZYX';

			if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;

			if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
			if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
			if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;

			if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;

			if ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;
			if ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;

			if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
			if ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;

			model.userData.transformData = transformData;

		},

		setLookAtProperties: function ( model, modelNode ) {

			if ( 'LookAtProperty' in modelNode ) {

				var children = connections.get( model.ID ).children;

				children.forEach( function ( child ) {

					if ( child.relationship === 'LookAtProperty' ) {

						var lookAtTarget = fbxTree.Objects.Model[ child.ID ];

						if ( 'Lcl_Translation' in lookAtTarget ) {

							var pos = lookAtTarget.Lcl_Translation.value;

							// DirectionalLight, SpotLight
							if ( model.target !== undefined ) {

								model.target.position.fromArray( pos );
								sceneGraph.add( model.target );

							} else { // Cameras and other Object3Ds

								model.lookAt( new Vector3().fromArray( pos ) );

							}

						}

					}

				} );

			}

		},

		bindSkeleton: function ( skeletons, geometryMap, modelMap ) {

			var bindMatrices = this.parsePoseNodes();

			for ( var ID in skeletons ) {

				var skeleton = skeletons[ ID ];

				var parents = connections.get( parseInt( skeleton.ID ) ).parents;

				parents.forEach( function ( parent ) {

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

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

						geoRelationships.parents.forEach( function ( geoConnParent ) {

							if ( modelMap.has( geoConnParent.ID ) ) {

								var model = modelMap.get( geoConnParent.ID );

								model.bind( new Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );

							}

						} );

					}

				} );

			}

		},

		parsePoseNodes: function () {

			var bindMatrices = {};

			if ( 'Pose' in fbxTree.Objects ) {

				var BindPoseNode = fbxTree.Objects.Pose;

				for ( var nodeID in BindPoseNode ) {

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

						var poseNodes = BindPoseNode[ nodeID ].PoseNode;

						if ( Array.isArray( poseNodes ) ) {

							poseNodes.forEach( function ( poseNode ) {

								bindMatrices[ poseNode.Node ] = new Matrix4().fromArray( poseNode.Matrix.a );

							} );

						} else {

							bindMatrices[ poseNodes.Node ] = new Matrix4().fromArray( poseNodes.Matrix.a );

						}

					}

				}

			}

			return bindMatrices;

		},

		// Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
		createAmbientLight: function () {

			if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {

				var ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
				var r = ambientColor[ 0 ];
				var g = ambientColor[ 1 ];
				var b = ambientColor[ 2 ];

				if ( r !== 0 || g !== 0 || b !== 0 ) {

					var color = new Color( r, g, b );
					sceneGraph.add( new AmbientLight( color, 1 ) );

				}

			}

		},

		setupMorphMaterials: function () {

			var scope = this;
			sceneGraph.traverse( function ( child ) {

				if ( child.isMesh ) {

					if ( child.geometry.morphAttributes.position && child.geometry.morphAttributes.position.length ) {

						if ( Array.isArray( child.material ) ) {

							child.material.forEach( function ( material, i ) {

								scope.setupMorphMaterial( child, material, i );

							} );

						} else {

							scope.setupMorphMaterial( child, child.material );

						}

					}

				}

			} );

		},

		setupMorphMaterial: function ( child, material, index ) {

			var uuid = child.uuid;
			var matUuid = material.uuid;

			// if a geometry has morph targets, it cannot share the material with other geometries
			var sharedMat = false;

			sceneGraph.traverse( function ( node ) {

				if ( node.isMesh ) {

					if ( Array.isArray( node.material ) ) {

						node.material.forEach( function ( mat ) {

							if ( mat.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;

						} );

					} else if ( node.material.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;

				}

			} );

			if ( sharedMat === true ) {

				var clonedMat = material.clone();
				clonedMat.morphTargets = true;

				if ( index === undefined ) child.material = clonedMat;
				else child.material[ index ] = clonedMat;

			} else material.morphTargets = true;

		}

	};

	// parse Geometry data from FBXTree and return map of BufferGeometries
	function GeometryParser() {}

	GeometryParser.prototype = {

		constructor: GeometryParser,

		// Parse nodes in FBXTree.Objects.Geometry
		parse: function ( deformers ) {

			var geometryMap = new Map();

			if ( 'Geometry' in fbxTree.Objects ) {

				var geoNodes = fbxTree.Objects.Geometry;

				for ( var nodeID in geoNodes ) {

					var relationships = connections.get( parseInt( nodeID ) );
					var geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );

					geometryMap.set( parseInt( nodeID ), geo );

				}

			}

			return geometryMap;

		},

		// Parse single node in FBXTree.Objects.Geometry
		parseGeometry: function ( relationships, geoNode, deformers ) {

			switch ( geoNode.attrType ) {

				case 'Mesh':
					return this.parseMeshGeometry( relationships, geoNode, deformers );
					break;

				case 'NurbsCurve':
					return this.parseNurbsGeometry( geoNode );
					break;

			}

		},


		// Parse single node mesh geometry in FBXTree.Objects.Geometry
		parseMeshGeometry: function ( relationships, geoNode, deformers ) {

			var skeletons = deformers.skeletons;
			var morphTargets = [];

			var modelNodes = relationships.parents.map( function ( parent ) {

				return fbxTree.Objects.Model[ parent.ID ];

			} );

			// don't create geometry if it is not associated with any models
			if ( modelNodes.length === 0 ) return;

			var skeleton = relationships.children.reduce( function ( skeleton, child ) {

				if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];

				return skeleton;

			}, null );

			relationships.children.forEach( function ( child ) {

				if ( deformers.morphTargets[ child.ID ] !== undefined ) {

					morphTargets.push( deformers.morphTargets[ child.ID ] );

				}

			} );

			// Assume one model and get the preRotation from that
			// if there is more than one model associated with the geometry this may cause problems
			var modelNode = modelNodes[ 0 ];

			var transformData = {};

			if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
			if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );

			if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;
			if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;
			if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;

			var transform = generateTransform( transformData );

			return this.genGeometry( geoNode, skeleton, morphTargets, transform );

		},

		// Generate a BufferGeometry from a node in FBXTree.Objects.Geometry
		genGeometry: function ( geoNode, skeleton, morphTargets, preTransform ) {

			var geo = new BufferGeometry();
			if ( geoNode.attrName ) geo.name = geoNode.attrName;

			var geoInfo = this.parseGeoNode( geoNode, skeleton );
			var buffers = this.genBuffers( geoInfo );

			var positionAttribute = new Float32BufferAttribute( buffers.vertex, 3 );

			positionAttribute.applyMatrix4( preTransform );

			geo.setAttribute( 'position', positionAttribute );

			if ( buffers.colors.length > 0 ) {

				geo.setAttribute( 'color', new Float32BufferAttribute( buffers.colors, 3 ) );

			}

			if ( skeleton ) {

				geo.setAttribute( 'skinIndex', new Uint16BufferAttribute( buffers.weightsIndices, 4 ) );

				geo.setAttribute( 'skinWeight', new Float32BufferAttribute( buffers.vertexWeights, 4 ) );

				// used later to bind the skeleton to the model
				geo.FBX_Deformer = skeleton;

			}

			if ( buffers.normal.length > 0 ) {

				var normalMatrix = new Matrix3().getNormalMatrix( preTransform );

				var normalAttribute = new Float32BufferAttribute( buffers.normal, 3 );
				normalAttribute.applyNormalMatrix( normalMatrix );

				geo.setAttribute( 'normal', normalAttribute );

			}

			buffers.uvs.forEach( function ( uvBuffer, i ) {

				// subsequent uv buffers are called 'uv1', 'uv2', ...
				var name = 'uv' + ( i + 1 ).toString();

				// the first uv buffer is just called 'uv'
				if ( i === 0 ) {

					name = 'uv';

				}

				geo.setAttribute( name, new Float32BufferAttribute( buffers.uvs[ i ], 2 ) );

			} );

			if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {

				// Convert the material indices of each vertex into rendering groups on the geometry.
				var prevMaterialIndex = buffers.materialIndex[ 0 ];
				var startIndex = 0;

				buffers.materialIndex.forEach( function ( currentIndex, i ) {

					if ( currentIndex !== prevMaterialIndex ) {

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

						prevMaterialIndex = currentIndex;
						startIndex = i;

					}

				} );

				// the loop above doesn't add the last group, do that here.
				if ( geo.groups.length > 0 ) {

					var lastGroup = geo.groups[ geo.groups.length - 1 ];
					var lastIndex = lastGroup.start + lastGroup.count;

					if ( lastIndex !== buffers.materialIndex.length ) {

						geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );

					}

				}

				// case where there are multiple materials but the whole geometry is only
				// using one of them
				if ( geo.groups.length === 0 ) {

					geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );

				}

			}

			this.addMorphTargets( geo, geoNode, morphTargets, preTransform );

			return geo;

		},

		parseGeoNode: function ( geoNode, skeleton ) {

			var geoInfo = {};

			geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
			geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];

			if ( geoNode.LayerElementColor ) {

				geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );

			}

			if ( geoNode.LayerElementMaterial ) {

				geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );

			}

			if ( geoNode.LayerElementNormal ) {

				geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );

			}

			if ( geoNode.LayerElementUV ) {

				geoInfo.uv = [];

				var i = 0;
				while ( geoNode.LayerElementUV[ i ] ) {

					geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );
					i ++;

				}

			}

			geoInfo.weightTable = {};

			if ( skeleton !== null ) {

				geoInfo.skeleton = skeleton;

				skeleton.rawBones.forEach( function ( rawBone, i ) {

					// loop over the bone's vertex indices and weights
					rawBone.indices.forEach( function ( index, j ) {

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

						geoInfo.weightTable[ index ].push( {

							id: i,
							weight: rawBone.weights[ j ],

						} );

					} );

				} );

			}

			return geoInfo;

		},

		genBuffers: function ( geoInfo ) {

			var buffers = {
				vertex: [],
				normal: [],
				colors: [],
				uvs: [],
				materialIndex: [],
				vertexWeights: [],
				weightsIndices: [],
			};

			var polygonIndex = 0;
			var faceLength = 0;
			var displayedWeightsWarning = false;

			// these will hold data for a single face
			var facePositionIndexes = [];
			var faceNormals = [];
			var faceColors = [];
			var faceUVs = [];
			var faceWeights = [];
			var faceWeightIndices = [];

			var scope = this;
			geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {

				var endOfFace = false;

				// Face index and vertex index arrays are combined in a single array
				// A cube with quad faces looks like this:
				// PolygonVertexIndex: *24 {
				//  a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5
				//  }
				// Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
				// to find index of last vertex bit shift the index: ^ - 1
				if ( vertexIndex < 0 ) {

					vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
					endOfFace = true;

				}

				var weightIndices = [];
				var weights = [];

				facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );

				if ( geoInfo.color ) {

					var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );

					faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );

				}

				if ( geoInfo.skeleton ) {

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

						geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {

							weights.push( wt.weight );
							weightIndices.push( wt.id );

						} );


					}

					if ( weights.length > 4 ) {

						if ( ! displayedWeightsWarning ) {

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

						}

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

						weights.forEach( function ( weight, weightIndex ) {

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

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

								if ( currentWeight > comparedWeight ) {

									comparedWeightArray[ comparedWeightIndex ] = currentWeight;
									currentWeight = comparedWeight;

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

								}

							} );

						} );

						weightIndices = wIndex;
						weights = Weight;

					}

					// if the weight array is shorter than 4 pad with 0s
					while ( weights.length < 4 ) {

						weights.push( 0 );
						weightIndices.push( 0 );

					}

					for ( var i = 0; i < 4; ++ i ) {

						faceWeights.push( weights[ i ] );
						faceWeightIndices.push( weightIndices[ i ] );

					}

				}

				if ( geoInfo.normal ) {

					var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );

					faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );

				}

				if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {

					var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];

				}

				if ( geoInfo.uv ) {

					geoInfo.uv.forEach( function ( uv, i ) {

						var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );

						if ( faceUVs[ i ] === undefined ) {

							faceUVs[ i ] = [];

						}

						faceUVs[ i ].push( data[ 0 ] );
						faceUVs[ i ].push( data[ 1 ] );

					} );

				}

				faceLength ++;

				if ( endOfFace ) {

					scope.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );

					polygonIndex ++;
					faceLength = 0;

					// reset arrays for the next face
					facePositionIndexes = [];
					faceNormals = [];
					faceColors = [];
					faceUVs = [];
					faceWeights = [];
					faceWeightIndices = [];

				}

			} );

			return buffers;

		},

		// Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
		genFace: function ( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {

			for ( var i = 2; i < faceLength; i ++ ) {

				buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
				buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
				buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );

				buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
				buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
				buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );

				buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
				buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
				buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );

				if ( geoInfo.skeleton ) {

					buffers.vertexWeights.push( faceWeights[ 0 ] );
					buffers.vertexWeights.push( faceWeights[ 1 ] );
					buffers.vertexWeights.push( faceWeights[ 2 ] );
					buffers.vertexWeights.push( faceWeights[ 3 ] );

					buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
					buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
					buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
					buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );

					buffers.vertexWeights.push( faceWeights[ i * 4 ] );
					buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
					buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
					buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );

					buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
					buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
					buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
					buffers.weightsIndices.push( faceWeightIndices[ 3 ] );

					buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
					buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
					buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
					buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );

					buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
					buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
					buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
					buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );

				}

				if ( geoInfo.color ) {

					buffers.colors.push( faceColors[ 0 ] );
					buffers.colors.push( faceColors[ 1 ] );
					buffers.colors.push( faceColors[ 2 ] );

					buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
					buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
					buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );

					buffers.colors.push( faceColors[ i * 3 ] );
					buffers.colors.push( faceColors[ i * 3 + 1 ] );
					buffers.colors.push( faceColors[ i * 3 + 2 ] );

				}

				if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {

					buffers.materialIndex.push( materialIndex );
					buffers.materialIndex.push( materialIndex );
					buffers.materialIndex.push( materialIndex );

				}

				if ( geoInfo.normal ) {

					buffers.normal.push( faceNormals[ 0 ] );
					buffers.normal.push( faceNormals[ 1 ] );
					buffers.normal.push( faceNormals[ 2 ] );

					buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
					buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
					buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );

					buffers.normal.push( faceNormals[ i * 3 ] );
					buffers.normal.push( faceNormals[ i * 3 + 1 ] );
					buffers.normal.push( faceNormals[ i * 3 + 2 ] );

				}

				if ( geoInfo.uv ) {

					geoInfo.uv.forEach( function ( uv, j ) {

						if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];

						buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
						buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );

						buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
						buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );

						buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
						buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );

					} );

				}

			}

		},

		addMorphTargets: function ( parentGeo, parentGeoNode, morphTargets, preTransform ) {

			if ( morphTargets.length === 0 ) return;

			parentGeo.morphTargetsRelative = true;

			parentGeo.morphAttributes.position = [];
			// parentGeo.morphAttributes.normal = []; // not implemented

			var scope = this;
			morphTargets.forEach( function ( morphTarget ) {

				morphTarget.rawTargets.forEach( function ( rawTarget ) {

					var morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];

					if ( morphGeoNode !== undefined ) {

						scope.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );

					}

				} );

			} );

		},

		// a morph geometry node is similar to a standard  node, and the node is also contained
		// in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
		// and a special attribute Index defining which vertices of the original geometry are affected
		// Normal and position attributes only have data for the vertices that are affected by the morph
		genMorphGeometry: function ( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {

			var vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];

			var morphPositionsSparse = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
			var indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];

			var length = parentGeo.attributes.position.count * 3;
			var morphPositions = new Float32Array( length );

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

				var morphIndex = indices[ i ] * 3;

				morphPositions[ morphIndex ] = morphPositionsSparse[ i * 3 ];
				morphPositions[ morphIndex + 1 ] = morphPositionsSparse[ i * 3 + 1 ];
				morphPositions[ morphIndex + 2 ] = morphPositionsSparse[ i * 3 + 2 ];

			}

			// TODO: add morph normal support
			var morphGeoInfo = {
				vertexIndices: vertexIndices,
				vertexPositions: morphPositions,

			};

			var morphBuffers = this.genBuffers( morphGeoInfo );

			var positionAttribute = new Float32BufferAttribute( morphBuffers.vertex, 3 );
			positionAttribute.name = name || morphGeoNode.attrName;

			positionAttribute.applyMatrix4( preTransform );

			parentGeo.morphAttributes.position.push( positionAttribute );

		},

		// Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
		parseNormals: function ( NormalNode ) {

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

				if ( 'NormalIndex' in NormalNode ) {

					indexBuffer = NormalNode.NormalIndex.a;

				} else if ( 'NormalsIndex' in NormalNode ) {

					indexBuffer = NormalNode.NormalsIndex.a;

				}

			}

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

		},

		// Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
		parseUVs: function ( UVNode ) {

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

				indexBuffer = UVNode.UVIndex.a;

			}

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

		},

		// Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
		parseVertexColors: function ( ColorNode ) {

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

				indexBuffer = ColorNode.ColorIndex.a;

			}

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

		},

		// Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
		parseMaterialIndices: function ( MaterialNode ) {

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

			if ( mappingType === 'NoMappingInformation' ) {

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

			}

			var materialIndexBuffer = MaterialNode.Materials.a;

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

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

				materialIndices.push( i );

			}

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

		},

		// Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
		parseNurbsGeometry: function ( geoNode ) {

			if ( NURBSCurve === undefined ) {

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

			}

			var order = parseInt( geoNode.Order );

			if ( isNaN( order ) ) {

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

			}

			var degree = order - 1;

			var knots = geoNode.KnotVector.a;
			var controlPoints = [];
			var pointsValues = geoNode.Points.a;

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

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

			}

			var startKnot, endKnot;

			if ( geoNode.Form === 'Closed' ) {

				controlPoints.push( controlPoints[ 0 ] );

			} else if ( geoNode.Form === 'Periodic' ) {

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

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

					controlPoints.push( controlPoints[ i ] );

				}

			}

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

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

			vertices.forEach( function ( vertex, i ) {

				vertex.toArray( positions, i * 3 );

			} );

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

			return geometry;

		},

	};

	// parse animation data from FBXTree
	function AnimationParser() {}

	AnimationParser.prototype = {

		constructor: AnimationParser,

		// take raw animation clips and turn them into three.js animation clips
		parse: function () {

			var animationClips = [];

			var rawClips = this.parseClips();

			if ( rawClips !== undefined ) {

				for ( var key in rawClips ) {

					var rawClip = rawClips[ key ];

					var clip = this.addClip( rawClip );

					animationClips.push( clip );

				}

			}

			return animationClips;

		},

		parseClips: function () {

			// since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
			// if this is undefined we can safely assume there are no animations
			if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;

			var curveNodesMap = this.parseAnimationCurveNodes();

			this.parseAnimationCurves( curveNodesMap );

			var layersMap = this.parseAnimationLayers( curveNodesMap );
			var rawClips = this.parseAnimStacks( layersMap );

			return rawClips;

		},

		// parse nodes in FBXTree.Objects.AnimationCurveNode
		// each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
		// and is referenced by an AnimationLayer
		parseAnimationCurveNodes: function () {

			var rawCurveNodes = fbxTree.Objects.AnimationCurveNode;

			var curveNodesMap = new Map();

			for ( var nodeID in rawCurveNodes ) {

				var rawCurveNode = rawCurveNodes[ nodeID ];

				if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {

					var curveNode = {

						id: rawCurveNode.id,
						attr: rawCurveNode.attrName,
						curves: {},

					};

					curveNodesMap.set( curveNode.id, curveNode );

				}

			}

			return curveNodesMap;

		},

		// parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
		// previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
		// axis ( e.g. times and values of x rotation)
		parseAnimationCurves: function ( curveNodesMap ) {

			var rawCurves = fbxTree.Objects.AnimationCurve;

			// TODO: Many values are identical up to roundoff error, but won't be optimised
			// e.g. position times: [0, 0.4, 0. 8]
			// position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]
			// clearly, this should be optimised to
			// times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]
			// this shows up in nearly every FBX file, and generally time array is length > 100

			for ( var nodeID in rawCurves ) {

				var animationCurve = {

					id: rawCurves[ nodeID ].id,
					times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
					values: rawCurves[ nodeID ].KeyValueFloat.a,

				};

				var relationships = connections.get( animationCurve.id );

				if ( relationships !== undefined ) {

					var animationCurveID = relationships.parents[ 0 ].ID;
					var animationCurveRelationship = relationships.parents[ 0 ].relationship;

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

						curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;

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

						curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;

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

						curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;

					} else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {

						curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;

					}

				}

			}

		},

		// parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
		// to various AnimationCurveNodes and is referenced by an AnimationStack node
		// note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
		parseAnimationLayers: function ( curveNodesMap ) {

			var rawLayers = fbxTree.Objects.AnimationLayer;

			var layersMap = new Map();

			for ( var nodeID in rawLayers ) {

				var layerCurveNodes = [];

				var connection = connections.get( parseInt( nodeID ) );

				if ( connection !== undefined ) {

					// all the animationCurveNodes used in the layer
					var children = connection.children;

					children.forEach( function ( child, i ) {

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

							var curveNode = curveNodesMap.get( child.ID );

							// check that the curves are defined for at least one axis, otherwise ignore the curveNode
							if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {

								if ( layerCurveNodes[ i ] === undefined ) {

									var modelID = connections.get( child.ID ).parents.filter( function ( parent ) {

										return parent.relationship !== undefined;

									} )[ 0 ].ID;

									if ( modelID !== undefined ) {

										var rawModel = fbxTree.Objects.Model[ modelID.toString() ];

										var node = {

											modelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',
											ID: rawModel.id,
											initialPosition: [ 0, 0, 0 ],
											initialRotation: [ 0, 0, 0 ],
											initialScale: [ 1, 1, 1 ],

										};

										sceneGraph.traverse( function ( child ) {

											if ( child.ID === rawModel.id ) {

												node.transform = child.matrix;

												if ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;

											}

										} );

										if ( ! node.transform ) node.transform = new Matrix4();

										// if the animated model is pre rotated, we'll have to apply the pre rotations to every
										// animation value as well
										if ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;
										if ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;

										layerCurveNodes[ i ] = node;

									}

								}

								if ( layerCurveNodes[ i ] ) layerCurveNodes[ i ][ curveNode.attr ] = curveNode;

							} else if ( curveNode.curves.morph !== undefined ) {

								if ( layerCurveNodes[ i ] === undefined ) {

									var deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {

										return parent.relationship !== undefined;

									} )[ 0 ].ID;

									var morpherID = connections.get( deformerID ).parents[ 0 ].ID;
									var geoID = connections.get( morpherID ).parents[ 0 ].ID;

									// assuming geometry is not used in more than one model
									var modelID = connections.get( geoID ).parents[ 0 ].ID;

									var rawModel = fbxTree.Objects.Model[ modelID ];

									var node = {

										modelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',
										morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,

									};

									layerCurveNodes[ i ] = node;

								}

								layerCurveNodes[ i ][ curveNode.attr ] = curveNode;

							}

						}

					} );

					layersMap.set( parseInt( nodeID ), layerCurveNodes );

				}

			}

			return layersMap;

		},

		// parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
		// hierarchy. Each Stack node will be used to create a AnimationClip
		parseAnimStacks: function ( layersMap ) {

			var rawStacks = fbxTree.Objects.AnimationStack;

			// connect the stacks (clips) up to the layers
			var rawClips = {};

			for ( var nodeID in rawStacks ) {

				var children = connections.get( parseInt( nodeID ) ).children;

				if ( children.length > 1 ) {

					// it seems like stacks will always be associated with a single layer. But just in case there are files
					// where there are multiple layers per stack, we'll display a warning
					console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );

				}

				var layer = layersMap.get( children[ 0 ].ID );

				rawClips[ nodeID ] = {

					name: rawStacks[ nodeID ].attrName,
					layer: layer,

				};

			}

			return rawClips;

		},

		addClip: function ( rawClip ) {

			var tracks = [];

			var scope = this;
			rawClip.layer.forEach( function ( rawTracks ) {

				tracks = tracks.concat( scope.generateTracks( rawTracks ) );

			} );

			return new AnimationClip( rawClip.name, - 1, tracks );

		},

		generateTracks: function ( rawTracks ) {

			var tracks = [];

			var initialPosition = new Vector3();
			var initialRotation = new Quaternion();
			var initialScale = new Vector3();

			if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );

			initialPosition = initialPosition.toArray();
			initialRotation = new Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();
			initialScale = initialScale.toArray();

			if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {

				var positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );
				if ( positionTrack !== undefined ) tracks.push( positionTrack );

			}

			if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {

				var rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );
				if ( rotationTrack !== undefined ) tracks.push( rotationTrack );

			}

			if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {

				var scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );
				if ( scaleTrack !== undefined ) tracks.push( scaleTrack );

			}

			if ( rawTracks.DeformPercent !== undefined ) {

				var morphTrack = this.generateMorphTrack( rawTracks );
				if ( morphTrack !== undefined ) tracks.push( morphTrack );

			}

			return tracks;

		},

		generateVectorTrack: function ( modelName, curves, initialValue, type ) {

			var times = this.getTimesForAllAxes( curves );
			var values = this.getKeyframeTrackValues( times, curves, initialValue );

			return new VectorKeyframeTrack( modelName + '.' + type, times, values );

		},

		generateRotationTrack: function ( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {

			if ( curves.x !== undefined ) {

				this.interpolateRotations( curves.x );
				curves.x.values = curves.x.values.map( MathUtils.degToRad );

			}

			if ( curves.y !== undefined ) {

				this.interpolateRotations( curves.y );
				curves.y.values = curves.y.values.map( MathUtils.degToRad );

			}

			if ( curves.z !== undefined ) {

				this.interpolateRotations( curves.z );
				curves.z.values = curves.z.values.map( MathUtils.degToRad );

			}

			var times = this.getTimesForAllAxes( curves );
			var values = this.getKeyframeTrackValues( times, curves, initialValue );

			if ( preRotation !== undefined ) {

				preRotation = preRotation.map( MathUtils.degToRad );
				preRotation.push( eulerOrder );

				preRotation = new Euler().fromArray( preRotation );
				preRotation = new Quaternion().setFromEuler( preRotation );

			}

			if ( postRotation !== undefined ) {

				postRotation = postRotation.map( MathUtils.degToRad );
				postRotation.push( eulerOrder );

				postRotation = new Euler().fromArray( postRotation );
				postRotation = new Quaternion().setFromEuler( postRotation ).inverse();

			}

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

			var quaternionValues = [];

			for ( var i = 0; i < values.length; i += 3 ) {

				euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );

				quaternion.setFromEuler( euler );

				if ( preRotation !== undefined ) quaternion.premultiply( preRotation );
				if ( postRotation !== undefined ) quaternion.multiply( postRotation );

				quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );

			}

			return new QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );

		},

		generateMorphTrack: function ( rawTracks ) {

			var curves = rawTracks.DeformPercent.curves.morph;
			var values = curves.values.map( function ( val ) {

				return val / 100;

			} );

			var morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];

			return new NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );

		},

		// For all animated objects, times are defined separately for each axis
		// Here we'll combine the times into one sorted array without duplicates
		getTimesForAllAxes: function ( curves ) {

			var times = [];

			// first join together the times for each axis, if defined
			if ( curves.x !== undefined ) times = times.concat( curves.x.times );
			if ( curves.y !== undefined ) times = times.concat( curves.y.times );
			if ( curves.z !== undefined ) times = times.concat( curves.z.times );

			// then sort them and remove duplicates
			times = times.sort( function ( a, b ) {

				return a - b;

			} ).filter( function ( elem, index, array ) {

				return array.indexOf( elem ) == index;

			} );

			return times;

		},

		getKeyframeTrackValues: function ( times, curves, initialValue ) {

			var prevValue = initialValue;

			var values = [];

			var xIndex = - 1;
			var yIndex = - 1;
			var zIndex = - 1;

			times.forEach( function ( time ) {

				if ( curves.x ) xIndex = curves.x.times.indexOf( time );
				if ( curves.y ) yIndex = curves.y.times.indexOf( time );
				if ( curves.z ) zIndex = curves.z.times.indexOf( time );

				// if there is an x value defined for this frame, use that
				if ( xIndex !== - 1 ) {

					var xValue = curves.x.values[ xIndex ];
					values.push( xValue );
					prevValue[ 0 ] = xValue;

				} else {

					// otherwise use the x value from the previous frame
					values.push( prevValue[ 0 ] );

				}

				if ( yIndex !== - 1 ) {

					var yValue = curves.y.values[ yIndex ];
					values.push( yValue );
					prevValue[ 1 ] = yValue;

				} else {

					values.push( prevValue[ 1 ] );

				}

				if ( zIndex !== - 1 ) {

					var zValue = curves.z.values[ zIndex ];
					values.push( zValue );
					prevValue[ 2 ] = zValue;

				} else {

					values.push( prevValue[ 2 ] );

				}

			} );

			return values;

		},

		// Rotations are defined as Euler angles which can have values  of any size
		// These will be converted to quaternions which don't support values greater than
		// PI, so we'll interpolate large rotations
		interpolateRotations: function ( curve ) {

			for ( var i = 1; i < curve.values.length; i ++ ) {

				var initialValue = curve.values[ i - 1 ];
				var valuesSpan = curve.values[ i ] - initialValue;

				var absoluteSpan = Math.abs( valuesSpan );

				if ( absoluteSpan >= 180 ) {

					var numSubIntervals = absoluteSpan / 180;

					var step = valuesSpan / numSubIntervals;
					var nextValue = initialValue + step;

					var initialTime = curve.times[ i - 1 ];
					var timeSpan = curve.times[ i ] - initialTime;
					var interval = timeSpan / numSubIntervals;
					var nextTime = initialTime + interval;

					var interpolatedTimes = [];
					var interpolatedValues = [];

					while ( nextTime < curve.times[ i ] ) {

						interpolatedTimes.push( nextTime );
						nextTime += interval;

						interpolatedValues.push( nextValue );
						nextValue += step;

					}

					curve.times = inject( curve.times, i, interpolatedTimes );
					curve.values = inject( curve.values, i, interpolatedValues );

				}

			}

		},

	};

	// parse an FBX file in ASCII format
	function TextParser() {}

	TextParser.prototype = {

		constructor: TextParser,

		getPrevNode: function () {

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

		},

		getCurrentNode: function () {

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

		},

		getCurrentProp: function () {

			return this.currentProp;

		},

		pushStack: function ( node ) {

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

		},

		popStack: function () {

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

		},

		setCurrentProp: function ( val, name ) {

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

		},

		parse: function ( text ) {

			this.currentIndent = 0;

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

			var scope = this;

			var split = text.split( /[\r\n]+/ );

			split.forEach( function ( line, i ) {

				var matchComment = line.match( /^[\s\t]*;/ );
				var matchEmpty = line.match( /^[\s\t]*$/ );

				if ( matchComment || matchEmpty ) return;

				var matchBeginning = line.match( '^\\t{' + scope.currentIndent + '}(\\w+):(.*){', '' );
				var matchProperty = line.match( '^\\t{' + ( scope.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
				var matchEnd = line.match( '^\\t{' + ( scope.currentIndent - 1 ) + '}}' );

				if ( matchBeginning ) {

					scope.parseNodeBegin( line, matchBeginning );

				} else if ( matchProperty ) {

					scope.parseNodeProperty( line, matchProperty, split[ ++ i ] );

				} else if ( matchEnd ) {

					scope.popStack();

				} else if ( line.match( /^[^\s\t}]/ ) ) {

					// large arrays are split over multiple lines terminated with a ',' character
					// if this is encountered the line needs to be joined to the previous line
					scope.parseNodePropertyContinued( line );

				}

			} );

			return this.allNodes;

		},

		parseNodeBegin: function ( line, property ) {

			var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );

			var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {

				return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );

			} );

			var node = { name: nodeName };
			var attrs = this.parseNodeAttr( nodeAttrs );

			var currentNode = this.getCurrentNode();

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

				this.allNodes.add( nodeName, node );

			} else { // a subnode

				// if the subnode already exists, append it
				if ( nodeName in currentNode ) {

					// special case Pose needs PoseNodes as an array
					if ( nodeName === 'PoseNode' ) {

						currentNode.PoseNode.push( node );

					} else if ( currentNode[ nodeName ].id !== undefined ) {

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

					}

					if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;

				} else if ( typeof attrs.id === 'number' ) {

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

				} else if ( nodeName !== 'Properties70' ) {

					if ( nodeName === 'PoseNode' )	currentNode[ nodeName ] = [ node ];
					else currentNode[ nodeName ] = node;

				}

			}

			if ( typeof attrs.id === 'number' ) node.id = attrs.id;
			if ( attrs.name !== '' ) node.attrName = attrs.name;
			if ( attrs.type !== '' ) node.attrType = attrs.type;

			this.pushStack( node );

		},

		parseNodeAttr: function ( attrs ) {

			var id = attrs[ 0 ];

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

				id = parseInt( attrs[ 0 ] );

				if ( isNaN( id ) ) {

					id = attrs[ 0 ];

				}

			}

			var name = '', type = '';

			if ( attrs.length > 1 ) {

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

			}

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

		},

		parseNodeProperty: function ( line, property, contentLine ) {

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

			// for special case: base64 image data follows "Content: ," line
			//	Content: ,
			//	 "/9j/4RDaRXhpZgAATU0A..."
			if ( propName === 'Content' && propValue === ',' ) {

				propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();

			}

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

			if ( parentName === 'Properties70' ) {

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

			}

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

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

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

				rest = rest.map( function ( elem ) {

					return elem.trim().replace( /^"/, '' );

				} );

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

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

					currentNode[ propName ] = [];

				}

			}

			// Node
			if ( propName === 'Node' ) currentNode.id = propValue;

			// connections
			if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {

				currentNode[ propName ].push( propValue );

			} else {

				if ( propName !== 'a' ) currentNode[ propName ] = propValue;
				else currentNode.a = propValue;

			}

			this.setCurrentProp( currentNode, propName );

			// convert string to array, unless it ends in ',' in which case more will be added to it
			if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {

				currentNode.a = parseNumberArray( propValue );

			}

		},

		parseNodePropertyContinued: function ( line ) {

			var currentNode = this.getCurrentNode();

			currentNode.a += line;

			// if the line doesn't end in ',' we have reached the end of the property value
			// so convert the string to an array
			if ( line.slice( - 1 ) !== ',' ) {

				currentNode.a = parseNumberArray( currentNode.a );

			}

		},

		// parse "Property70"
		parseNodeSpecialProperty: function ( line, propName, propValue ) {

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

				return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );

			} );

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

			// cast values where needed, otherwise leave as strings
			switch ( innerPropType1 ) {

				case 'int':
				case 'enum':
				case 'bool':
				case 'ULongLong':
				case 'double':
				case 'Number':
				case 'FieldOfView':
					innerPropValue = parseFloat( innerPropValue );
					break;

				case 'Color':
				case 'ColorRGB':
				case 'Vector3D':
				case 'Lcl_Translation':
				case 'Lcl_Rotation':
				case 'Lcl_Scaling':
					innerPropValue = parseNumberArray( innerPropValue );
					break;

			}

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

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

			};

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

		},

	};

	// Parse an FBX file in Binary format
	function BinaryParser() {}

	BinaryParser.prototype = {

		constructor: BinaryParser,

		parse: function ( buffer ) {

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

			var version = reader.getUint32();

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

			var allNodes = new FBXTree();

			while ( ! this.endOfContent( reader ) ) {

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

			}

			return allNodes;

		},

		// Check if reader has reached the end of content.
		endOfContent: function ( reader ) {

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

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

			} else {

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

			}

		},

		// recursively parse nodes until the end of the file is reached
		parseNode: function ( reader, version ) {

			var node = {};

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

			( version >= 7500 ) ? reader.getUint64() : reader.getUint32(); // the returned propertyListLen is not used

			var nameLen = reader.getUint8();
			var name = reader.getString( nameLen );

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

			var propertyList = [];

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

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

			}

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

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

			while ( endOffset > reader.getOffset() ) {

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

				if ( subNode !== null ) this.parseSubNode( name, node, subNode );

			}

			node.propertyList = propertyList; // raw property list used by parent

			if ( typeof id === 'number' ) node.id = id;
			if ( attrName !== '' ) node.attrName = attrName;
			if ( attrType !== '' ) node.attrType = attrType;
			if ( name !== '' ) node.name = name;

			return node;

		},

		parseSubNode: function ( name, node, subNode ) {

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

				var value = subNode.propertyList[ 0 ];

				if ( Array.isArray( value ) ) {

					node[ subNode.name ] = subNode;

					subNode.a = value;

				} else {

					node[ subNode.name ] = value;

				}

			} else if ( name === 'Connections' && subNode.name === 'C' ) {

				var array = [];

				subNode.propertyList.forEach( function ( property, i ) {

					// first Connection is FBX type (OO, OP, etc.). We'll discard these
					if ( i !== 0 ) array.push( property );

				} );

				if ( node.connections === undefined ) {

					node.connections = [];

				}

				node.connections.push( array );

			} else if ( subNode.name === 'Properties70' ) {

				var keys = Object.keys( subNode );

				keys.forEach( function ( key ) {

					node[ key ] = subNode[ key ];

				} );

			} else if ( name === 'Properties70' && subNode.name === 'P' ) {

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

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

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

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

				} else {

					innerPropValue = subNode.propertyList[ 4 ];

				}

				// this will be copied to parent, see above
				node[ innerPropName ] = {

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

				};

			} else if ( node[ subNode.name ] === undefined ) {

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

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

				} else {

					node[ subNode.name ] = subNode;

				}

			} else {

				if ( subNode.name === 'PoseNode' ) {

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

						node[ subNode.name ] = [ node[ subNode.name ] ];

					}

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

				} else if ( node[ subNode.name ][ subNode.id ] === undefined ) {

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

				}

			}

		},

		parseProperty: function ( reader ) {

			var type = reader.getString( 1 );

			switch ( type ) {

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

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

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

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

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

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

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

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

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

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

					if ( encoding === 0 ) {

						switch ( type ) {

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

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

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

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

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

						}

					}

					if ( typeof Zlib === 'undefined' ) {

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

					}

					var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
					var reader2 = new BinaryReader( inflate.decompress().buffer );

					switch ( type ) {

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

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

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

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

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

					}

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

			}

		}

	};

	function BinaryReader( buffer, littleEndian ) {

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

	}

	BinaryReader.prototype = {

		constructor: BinaryReader,

		getOffset: function () {

			return this.offset;

		},

		size: function () {

			return this.dv.buffer.byteLength;

		},

		skip: function ( length ) {

			this.offset += length;

		},

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

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

		},

		getBooleanArray: function ( size ) {

			var a = [];

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

				a.push( this.getBoolean() );

			}

			return a;

		},

		getUint8: function () {

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

		},

		getInt16: function () {

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

		},

		getInt32: function () {

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

		},

		getInt32Array: function ( size ) {

			var a = [];

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

				a.push( this.getInt32() );

			}

			return a;

		},

		getUint32: function () {

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

		},

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

			var low, high;

			if ( this.littleEndian ) {

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

			} else {

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

			}

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

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

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

				low = ( low + 1 ) & 0xFFFFFFFF;

				return - ( high * 0x100000000 + low );

			}

			return high * 0x100000000 + low;

		},

		getInt64Array: function ( size ) {

			var a = [];

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

				a.push( this.getInt64() );

			}

			return a;

		},

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

			var low, high;

			if ( this.littleEndian ) {

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

			} else {

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

			}

			return high * 0x100000000 + low;

		},

		getFloat32: function () {

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

		},

		getFloat32Array: function ( size ) {

			var a = [];

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

				a.push( this.getFloat32() );

			}

			return a;

		},

		getFloat64: function () {

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

		},

		getFloat64Array: function ( size ) {

			var a = [];

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

				a.push( this.getFloat64() );

			}

			return a;

		},

		getArrayBuffer: function ( size ) {

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

		},

		getString: function ( size ) {

			// note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead
			var a = [];

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

				a[ i ] = this.getUint8();

			}

			var nullByte = a.indexOf( 0 );
			if ( nullByte >= 0 ) a = a.slice( 0, nullByte );

			return LoaderUtils.decodeText( new Uint8Array( a ) );

		}

	};

	// FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
	// and BinaryParser( FBX Binary format)
	function FBXTree() {}

	FBXTree.prototype = {

		constructor: FBXTree,

		add: function ( key, val ) {

			this[ key ] = val;

		},

	};

	// ************** UTILITY FUNCTIONS **************

	function isFbxFormatBinary( buffer ) {

		var CORRECT = 'Kaydara FBX Binary  \0';

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

	}

	function isFbxFormatASCII( text ) {

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

		var cursor = 0;

		function read( offset ) {

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

		}

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

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

				return false;

			}

		}

		return true;

	}

	function getFbxVersion( text ) {

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

		if ( match ) {

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

		}

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

	}

	// Converts FBX ticks into real time seconds.
	function convertFBXTimeToSeconds( time ) {

		return time / 46186158000;

	}

	var dataArray = [];

	// extracts the data from the correct position in the FBX array based on indexing type
	function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {

		var index;

		switch ( infoObject.mappingType ) {

			case 'ByPolygonVertex' :
				index = polygonVertexIndex;
				break;
			case 'ByPolygon' :
				index = polygonIndex;
				break;
			case 'ByVertice' :
				index = vertexIndex;
				break;
			case 'AllSame' :
				index = infoObject.indices[ 0 ];
				break;
			default :
				console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );

		}

		if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];

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

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

	}

	var tempEuler = new Euler();
	var tempVec = new Vector3();

	// generate transformation from FBX transform data
	// ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm
	// ref: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5e
	function generateTransform( transformData ) {

		var lTranslationM = new Matrix4();
		var lPreRotationM = new Matrix4();
		var lRotationM = new Matrix4();
		var lPostRotationM = new Matrix4();

		var lScalingM = new Matrix4();
		var lScalingPivotM = new Matrix4();
		var lScalingOffsetM = new Matrix4();
		var lRotationOffsetM = new Matrix4();
		var lRotationPivotM = new Matrix4();

		var lParentGX = new Matrix4();
		var lGlobalT = new Matrix4();

		var inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;

		if ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );

		if ( transformData.preRotation ) {

			var array = transformData.preRotation.map( MathUtils.degToRad );
			array.push( transformData.eulerOrder );
			lPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );

		}

		if ( transformData.rotation ) {

			var array = transformData.rotation.map( MathUtils.degToRad );
			array.push( transformData.eulerOrder );
			lRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );

		}

		if ( transformData.postRotation ) {

			var array = transformData.postRotation.map( MathUtils.degToRad );
			array.push( transformData.eulerOrder );
			lPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );

		}

		if ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );

		// Pivots and offsets
		if ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );
		if ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );
		if ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );
		if ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );

		// parent transform
		if ( transformData.parentMatrixWorld ) lParentGX = transformData.parentMatrixWorld;

		// Global Rotation
		var lLRM = lPreRotationM.multiply( lRotationM ).multiply( lPostRotationM );
		var lParentGRM = new Matrix4();
		lParentGX.extractRotation( lParentGRM );

		// Global Shear*Scaling
		var lParentTM = new Matrix4();
		lParentTM.copyPosition( lParentGX );

		var lParentGSM = new Matrix4();
		lParentGSM.getInverse( lParentGRM ).multiply( lParentGX );

		var lGlobalRS = new Matrix4();

		if ( inheritType === 0 ) {

			lGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM ).multiply( lScalingM );

		} else if ( inheritType === 1 ) {

			lGlobalRS.copy( lParentGRM ).multiply( lParentGSM ).multiply( lLRM ).multiply( lScalingM );

		} else {

			var lParentLSM_inv = new Matrix4().getInverse( lScalingM );
			var lParentGSM_noLocal = new Matrix4().multiply( lParentGSM ).multiply( lParentLSM_inv );

			lGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lScalingM );

		}

		var lRotationPivotM_inv = new Matrix4().getInverse( lRotationPivotM );
		var lScalingPivotM_inv = new Matrix4().getInverse( lScalingPivotM );
		// Calculate the local transform matrix
		var lTransform = new Matrix4();
		lTransform.copy( lTranslationM ).multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM_inv ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM_inv );

		var lLocalTWithAllPivotAndOffsetInfo = new Matrix4().copyPosition( lTransform );

		var lGlobalTranslation = new Matrix4().copy( lParentGX ).multiply( lLocalTWithAllPivotAndOffsetInfo );
		lGlobalT.copyPosition( lGlobalTranslation );

		lTransform = new Matrix4().multiply( lGlobalT ).multiply( lGlobalRS );

		return lTransform;

	}

	// Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order
	// ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
	function getEulerOrder( order ) {

		order = order || 0;

		var enums = [
			'ZYX', // -> XYZ extrinsic
			'YZX', // -> XZY extrinsic
			'XZY', // -> YZX extrinsic
			'ZXY', // -> YXZ extrinsic
			'YXZ', // -> ZXY extrinsic
			'XYZ', // -> ZYX extrinsic
			//'SphericXYZ', // not possible to support
		];

		if ( order === 6 ) {

			console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
			return enums[ 0 ];

		}

		return enums[ order ];

	}

	// Parses comma separated list of numbers and returns them an array.
	// Used internally by the TextParser
	function parseNumberArray( value ) {

		var array = value.split( ',' ).map( function ( val ) {

			return parseFloat( val );

		} );

		return array;

	}

	function convertArrayBufferToString( buffer, from, to ) {

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

		return LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );

	}

	function append( a, b ) {

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

			a[ j ] = b[ i ];

		}

	}

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

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

			a[ j ] = b[ i ];

		}

		return a;

	}

	// inject array a2 into array a1 at index
	function inject( a1, index, a2 ) {

		return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );

	}

	return FBXLoader;

} )()
Example #11
Source File: vr.js    From 3DTilesRendererJS with Apache License 2.0 4 votes vote down vote up
function init() {

	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0xbbbbbb );
	renderer.outputEncoding = sRGBEncoding;
	renderer.xr.enabled = true;

	document.body.appendChild( renderer.domElement );
	renderer.domElement.tabIndex = 1;

	renderer.setAnimationLoop( animate );

	// create workspace
	workspace = new Group();
	scene.add( workspace );

	grid = new GridHelper( 10, 10, 0xffffff, 0xffffff );
	grid.material.transparent = true;
	grid.material.opacity = 0.5;
	grid.material.depthWrite = false;
	workspace.add( grid );

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 4000 );
	camera.position.set( 0, 1, 0 );
	workspace.add( camera );

	// lights
	const dirLight = new DirectionalLight( 0xffffff );
	dirLight.position.set( 1, 2, 3 );
	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.2 );
	scene.add( ambLight );

	// tile set
	box = new Box3();
	sphere = new Sphere();

	// parent for centering the tileset
	offsetParent = new Group();
	offsetParent.rotation.x = Math.PI / 2;
	offsetParent.position.y = 32;
	scene.add( offsetParent );

	tiles = new TilesRenderer( 'https://raw.githubusercontent.com/NASA-AMMOS/3DTilesSampleData/master/msl-dingo-gap/0528_0260184_to_s64o256_colorize/scene-tileset.json' );
	offsetParent.add( tiles.group );

	// We set camera for tileset
	tiles.setCamera( camera );
	tiles.setResolutionFromRenderer( camera, renderer );


	// We define a custom scheduling callback to handle also active WebXR sessions
	const tilesSchedulingCB = func => {

		tasks.push( func );

	};

	// We set our scheduling callback for tiles downloading and parsing
	tiles.downloadQueue.schedulingCallback = tilesSchedulingCB;
	tiles.parseQueue.schedulingCallback = tilesSchedulingCB;

	tiles.lruCache.maxSize = 1200;
	tiles.lruCache.minSize = 900;

	// Raycasting init
	raycaster = new Raycaster();
	fwdVector = new Vector3( 0, 0, 1 );

	const rayIntersectMat = new MeshBasicMaterial( { color: 0xb2dfdb } );
	intersectRing = new Mesh( new TorusBufferGeometry( 1.5, 0.2, 16, 100 ), rayIntersectMat );
	intersectRing.visible = false;
	scene.add( intersectRing );

	// vr setup
	document.body.appendChild( VRButton.createButton( renderer ) );

	controller = renderer.xr.getController( 0 );
	controller.addEventListener( 'selectstart', () => {

		if ( intersectRing.visible ) {

			workspace.position.copy( intersectRing.position );

		}

	} );
	controller.addEventListener( 'connected', function ( event ) {

		this.controllerActive = true;
		this.add( buildController( event.data ) );

	} );
	controller.addEventListener( 'disconnected', function () {

		this.controllerActive = false;
		this.remove( this.children[ 0 ] );

	} );
	workspace.add( controller );

	// controller models
	const controllerModelFactory = new XRControllerModelFactory();
	controllerGrip = renderer.xr.getControllerGrip( 0 );
	controllerGrip.add( controllerModelFactory.createControllerModel( controllerGrip ) );
	workspace.add( controllerGrip );

	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );

	// GUI
	const gui = new GUI();
	gui.width = 300;
	gui.add( params, 'displayGrid' );
	gui.add( params, 'displayBoxBounds' );
	gui.add( params, 'colorMode', {

		NONE,
		SCREEN_ERROR,
		GEOMETRIC_ERROR,
		DISTANCE,
		DEPTH,
		RELATIVE_DEPTH,
		IS_LEAF,
		RANDOM_COLOR,

	} );
	gui.open();

}
Example #12
Source File: ionExample.js    From 3DTilesRendererJS with Apache License 2.0 4 votes vote down vote up
function init() {

	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0x151c1f );
	renderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( renderer.domElement );
	renderer.domElement.tabIndex = 1;

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	camera.position.set( 400, 400, 400 );
	cameraHelper = new CameraHelper( camera );
	scene.add( cameraHelper );

	orthoCamera = new OrthographicCamera();
	orthoCameraHelper = new CameraHelper( orthoCamera );
	scene.add( orthoCameraHelper );

	// secondary camera view
	secondCamera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	secondCamera.position.set( 400, 400, - 400 );
	secondCamera.lookAt( 0, 0, 0 );

	secondRenderer = new WebGLRenderer( { antialias: true } );
	secondRenderer.setPixelRatio( window.devicePixelRatio );
	secondRenderer.setSize( window.innerWidth, window.innerHeight );
	secondRenderer.setClearColor( 0x151c1f );
	secondRenderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( secondRenderer.domElement );
	secondRenderer.domElement.style.position = 'absolute';
	secondRenderer.domElement.style.right = '0';
	secondRenderer.domElement.style.top = '0';
	secondRenderer.domElement.style.outline = '#0f1416 solid 2px';
	secondRenderer.domElement.tabIndex = 1;

	secondControls = new FlyOrbitControls( secondCamera, secondRenderer.domElement );
	secondControls.screenSpacePanning = false;
	secondControls.minDistance = 1;
	secondControls.maxDistance = 2000;

	secondCameraHelper = new CameraHelper( secondCamera );
	scene.add( secondCameraHelper );

	// Third person camera view
	thirdPersonCamera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	thirdPersonCamera.position.set( 50, 40, 40 );
	thirdPersonCamera.lookAt( 0, 0, 0 );

	thirdPersonRenderer = new WebGLRenderer( { antialias: true } );
	thirdPersonRenderer.setPixelRatio( window.devicePixelRatio );
	thirdPersonRenderer.setSize( window.innerWidth, window.innerHeight );
	thirdPersonRenderer.setClearColor( 0x0f1416 );
	thirdPersonRenderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( thirdPersonRenderer.domElement );
	thirdPersonRenderer.domElement.style.position = 'fixed';
	thirdPersonRenderer.domElement.style.left = '5px';
	thirdPersonRenderer.domElement.style.bottom = '5px';
	thirdPersonRenderer.domElement.tabIndex = 1;

	thirdPersonControls = new FlyOrbitControls( thirdPersonCamera, thirdPersonRenderer.domElement );
	thirdPersonControls.screenSpacePanning = false;
	thirdPersonControls.minDistance = 1;
	thirdPersonControls.maxDistance = 2000;

	// controls
	controls = new FlyOrbitControls( camera, renderer.domElement );
	controls.screenSpacePanning = false;
	controls.minDistance = 1;
	controls.maxDistance = 2000;

	// lights
	const dirLight = new DirectionalLight( 0xffffff );
	dirLight.position.set( 1, 2, 3 );
	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.2 );
	scene.add( ambLight );

	offsetParent = new Group();
	scene.add( offsetParent );

	// Raycasting init
	raycaster = new Raycaster();
	mouse = new Vector2();

	rayIntersect = new Group();

	const rayIntersectMat = new MeshBasicMaterial( { color: 0xe91e63 } );
	const rayMesh = new Mesh( new CylinderBufferGeometry( 0.25, 0.25, 6 ), rayIntersectMat );
	rayMesh.rotation.x = Math.PI / 2;
	rayMesh.position.z += 3;
	rayIntersect.add( rayMesh );

	const rayRing = new Mesh( new TorusBufferGeometry( 1.5, 0.2, 16, 100 ), rayIntersectMat );
	rayIntersect.add( rayRing );
	scene.add( rayIntersect );
	rayIntersect.visible = false;

	reinstantiateTiles();

	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );
	renderer.domElement.addEventListener( 'mousemove', onMouseMove, false );
	renderer.domElement.addEventListener( 'mousedown', onMouseDown, false );
	renderer.domElement.addEventListener( 'mouseup', onMouseUp, false );
	renderer.domElement.addEventListener( 'mouseleave', onMouseLeave, false );

	secondRenderer.domElement.addEventListener( 'mousemove', onMouseMove, false );
	secondRenderer.domElement.addEventListener( 'mousedown', onMouseDown, false );
	secondRenderer.domElement.addEventListener( 'mouseup', onMouseUp, false );
	secondRenderer.domElement.addEventListener( 'mouseleave', onMouseLeave, false );


	// GUI
	const gui = new GUI();
	gui.width = 300;

	const ionOptions = gui.addFolder( 'Ion' );
	ionOptions.add( params, 'ionAssetId' );
	ionOptions.add( params, 'ionAccessToken' );
	ionOptions.add( params, 'reload' );
	ionOptions.open();

	const tileOptions = gui.addFolder( 'Tiles Options' );
	tileOptions.add( params, 'loadSiblings' );
	tileOptions.add( params, 'stopAtEmptyTiles' );
	tileOptions.add( params, 'displayActiveTiles' );
	tileOptions.add( params, 'errorTarget' ).min( 0 ).max( 50 );
	tileOptions.add( params, 'errorThreshold' ).min( 0 ).max( 1000 );
	tileOptions.add( params, 'maxDepth' ).min( 1 ).max( 100 );
	tileOptions.add( params, 'up', [ '+Y', '+Z', '-Z' ] );

	const debug = gui.addFolder( 'Debug Options' );
	debug.add( params, 'displayBoxBounds' );
	debug.add( params, 'colorMode', {

		NONE,
		SCREEN_ERROR,
		GEOMETRIC_ERROR,
		DISTANCE,
		DEPTH,
		RELATIVE_DEPTH,
		IS_LEAF,
		RANDOM_COLOR,

	} );

	const exampleOptions = gui.addFolder( 'Example Options' );
	exampleOptions.add( params, 'resolutionScale' ).min( 0.01 ).max( 2.0 ).step( 0.01 ).onChange( onWindowResize );
	exampleOptions.add( params, 'orthographic' );
	exampleOptions.add( params, 'showThirdPerson' );
	exampleOptions.add( params, 'showSecondView' ).onChange( onWindowResize );
	exampleOptions.add( params, 'enableUpdate' ).onChange( v => {

		tiles.parseQueue.autoUpdate = v;
		tiles.downloadQueue.autoUpdate = v;

		if ( v ) {

			tiles.parseQueue.scheduleJobRun();
			tiles.downloadQueue.scheduleJobRun();

		}

	} );
	exampleOptions.add( params, 'raycast', { NONE, ALL_HITS, FIRST_HIT_ONLY } );
	exampleOptions.add( params, 'enableCacheDisplay' );
	exampleOptions.add( params, 'enableRendererStats' );

	gui.open();

	statsContainer = document.createElement( 'div' );
	document.getElementById( 'info' ).appendChild( statsContainer );

	// Stats
	stats = new Stats();
	stats.showPanel( 0 );
	document.body.appendChild( stats.dom );

}
Example #13
Source File: index.js    From 3DTilesRendererJS with Apache License 2.0 4 votes vote down vote up
function init() {

	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0x151c1f );
	renderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( renderer.domElement );
	renderer.domElement.tabIndex = 1;

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	camera.position.set( 400, 400, 400 );
	cameraHelper = new CameraHelper( camera );
	scene.add( cameraHelper );

	orthoCamera = new OrthographicCamera();
	orthoCameraHelper = new CameraHelper( orthoCamera );
	scene.add( orthoCameraHelper );

	// secondary camera view
	secondCamera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	secondCamera.position.set( 400, 400, - 400 );
	secondCamera.lookAt( 0, 0, 0 );

	secondRenderer = new WebGLRenderer( { antialias: true } );
	secondRenderer.setPixelRatio( window.devicePixelRatio );
	secondRenderer.setSize( window.innerWidth, window.innerHeight );
	secondRenderer.setClearColor( 0x151c1f );
	secondRenderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( secondRenderer.domElement );
	secondRenderer.domElement.style.position = 'absolute';
	secondRenderer.domElement.style.right = '0';
	secondRenderer.domElement.style.top = '0';
	secondRenderer.domElement.style.outline = '#0f1416 solid 2px';
	secondRenderer.domElement.tabIndex = 1;

	secondControls = new FlyOrbitControls( secondCamera, secondRenderer.domElement );
	secondControls.screenSpacePanning = false;
	secondControls.minDistance = 1;
	secondControls.maxDistance = 2000;

	secondCameraHelper = new CameraHelper( secondCamera );
	scene.add( secondCameraHelper );

	// Third person camera view
	thirdPersonCamera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	thirdPersonCamera.position.set( 50, 40, 40 );
	thirdPersonCamera.lookAt( 0, 0, 0 );

	thirdPersonRenderer = new WebGLRenderer( { antialias: true } );
	thirdPersonRenderer.setPixelRatio( window.devicePixelRatio );
	thirdPersonRenderer.setSize( window.innerWidth, window.innerHeight );
	thirdPersonRenderer.setClearColor( 0x0f1416 );
	thirdPersonRenderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( thirdPersonRenderer.domElement );
	thirdPersonRenderer.domElement.style.position = 'fixed';
	thirdPersonRenderer.domElement.style.left = '5px';
	thirdPersonRenderer.domElement.style.bottom = '5px';
	thirdPersonRenderer.domElement.tabIndex = 1;

	thirdPersonControls = new FlyOrbitControls( thirdPersonCamera, thirdPersonRenderer.domElement );
	thirdPersonControls.screenSpacePanning = false;
	thirdPersonControls.minDistance = 1;
	thirdPersonControls.maxDistance = 2000;

	// controls
	controls = new FlyOrbitControls( camera, renderer.domElement );
	controls.screenSpacePanning = false;
	controls.minDistance = 1;
	controls.maxDistance = 2000;

	// lights
	const dirLight = new DirectionalLight( 0xffffff );
	dirLight.position.set( 1, 2, 3 );
	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.2 );
	scene.add( ambLight );

	box = new Box3();
	sphere = new Sphere();

	offsetParent = new Group();
	scene.add( offsetParent );

	// Raycasting init
	raycaster = new Raycaster();
	mouse = new Vector2();

	rayIntersect = new Group();

	const rayIntersectMat = new MeshBasicMaterial( { color: 0xe91e63 } );
	const rayMesh = new Mesh( new CylinderBufferGeometry( 0.25, 0.25, 6 ), rayIntersectMat );
	rayMesh.rotation.x = Math.PI / 2;
	rayMesh.position.z += 3;
	rayIntersect.add( rayMesh );

	const rayRing = new Mesh( new TorusBufferGeometry( 1.5, 0.2, 16, 100 ), rayIntersectMat );
	rayIntersect.add( rayRing );
	scene.add( rayIntersect );
	rayIntersect.visible = false;

	reinstantiateTiles();

	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );
	renderer.domElement.addEventListener( 'pointermove', onPointerMove, false );
	renderer.domElement.addEventListener( 'pointerdown', onPointerDown, false );
	renderer.domElement.addEventListener( 'pointerup', onPointerUp, false );
	renderer.domElement.addEventListener( 'pointerleave', onPointerLeave, false );

	secondRenderer.domElement.addEventListener( 'pointermove', onPointerMove, false );
	secondRenderer.domElement.addEventListener( 'pointerdown', onPointerDown, false );
	secondRenderer.domElement.addEventListener( 'pointerup', onPointerUp, false );
	secondRenderer.domElement.addEventListener( 'pointerleave', onPointerLeave, false );


	// GUI
	const gui = new GUI();
	gui.width = 300;

	const tileOptions = gui.addFolder( 'Tiles Options' );
	tileOptions.add( params, 'loadSiblings' );
	tileOptions.add( params, 'stopAtEmptyTiles' );
	tileOptions.add( params, 'displayActiveTiles' );
	tileOptions.add( params, 'errorTarget' ).min( 0 ).max( 50 );
	tileOptions.add( params, 'errorThreshold' ).min( 0 ).max( 1000 );
	tileOptions.add( params, 'maxDepth' ).min( 1 ).max( 100 );
	tileOptions.add( params, 'up', [ '+Y', '+Z', '-Z' ] );
	tileOptions.open();

	const debug = gui.addFolder( 'Debug Options' );
	debug.add( params, 'displayBoxBounds' );
	debug.add( params, 'colorMode', {

		NONE,
		SCREEN_ERROR,
		GEOMETRIC_ERROR,
		DISTANCE,
		DEPTH,
		RELATIVE_DEPTH,
		IS_LEAF,
		RANDOM_COLOR,
		RANDOM_NODE_COLOR,
		CUSTOM_COLOR

	} );
	debug.open();

	const exampleOptions = gui.addFolder( 'Example Options' );
	exampleOptions.add( params, 'resolutionScale' ).min( 0.01 ).max( 2.0 ).step( 0.01 ).onChange( onWindowResize );
	exampleOptions.add( params, 'orthographic' );
	exampleOptions.add( params, 'showThirdPerson' );
	exampleOptions.add( params, 'showSecondView' ).onChange( onWindowResize );
	exampleOptions.add( params, 'enableUpdate' ).onChange( v => {

		tiles.parseQueue.autoUpdate = v;
		tiles.downloadQueue.autoUpdate = v;

		if ( v ) {

			tiles.parseQueue.scheduleJobRun();
			tiles.downloadQueue.scheduleJobRun();

		}

	} );
	exampleOptions.add( params, 'raycast', { NONE, ALL_HITS, FIRST_HIT_ONLY } );
	exampleOptions.add( params, 'optimizeRaycast', );
	exampleOptions.add( params, 'enableCacheDisplay' );
	exampleOptions.add( params, 'enableRendererStats' );
	exampleOptions.open();

	gui.add( params, 'reload' );
	gui.open();

	statsContainer = document.createElement( 'div' );
	statsContainer.style.position = 'absolute';
	statsContainer.style.top = 0;
	statsContainer.style.left = 0;
	statsContainer.style.color = 'white';
	statsContainer.style.width = '100%';
	statsContainer.style.textAlign = 'center';
	statsContainer.style.padding = '5px';
	statsContainer.style.pointerEvents = 'none';
	statsContainer.style.lineHeight = '1.5em';
	document.body.appendChild( statsContainer );

	// Stats
	stats = new Stats();
	stats.showPanel( 0 );
	document.body.appendChild( stats.dom );

}
Example #14
Source File: i3dmExample.js    From 3DTilesRendererJS with Apache License 2.0 4 votes vote down vote up
function init() {

	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0x151c1f );
	renderer.shadowMap.enabled = true;
	renderer.shadowMap.type = PCFSoftShadowMap;
	renderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( renderer.domElement );

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	camera.position.set( 100, 100, 100 );

	// controls
	controls = new OrbitControls( camera, renderer.domElement );
	controls.screenSpacePanning = false;
	controls.minDistance = 1;
	controls.maxDistance = 2000;

	// lights
	dirLight = new DirectionalLight( 0xffffff, 1.25 );
	dirLight.position.set( 1, 2, 3 ).multiplyScalar( 40 );
	dirLight.castShadow = true;
	dirLight.shadow.bias = - 0.01;
	dirLight.shadow.mapSize.setScalar( 2048 );

	const shadowCam = dirLight.shadow.camera;
	shadowCam.left = - 200;
	shadowCam.bottom = - 200;
	shadowCam.right = 200;
	shadowCam.top = 200;
	shadowCam.updateProjectionMatrix();

	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.05 );
	scene.add( ambLight );

	new I3DMLoader()
		.load( 'https://raw.githubusercontent.com/CesiumGS/3d-tiles-samples/main/1.0/TilesetWithTreeBillboards/tree.i3dm' )
		.then( res => {

			let instance = null;
			res.scene.traverse( c => {

				if ( ! instance && c.isInstancedMesh ) {

					instance = c;

				}

			} );

			if ( instance ) {

				res.scene.updateMatrixWorld( true );

				const pos = new Vector3();
				const quat = new Quaternion();
				const sca = new Vector3();
				const mat = new Matrix4();
				const averagePos = new Vector3();

				for ( let i = 0, l = instance.count; i < l; i ++ ) {

					instance.getMatrixAt( i, mat );
					mat.premultiply( instance.matrixWorld );
					mat.decompose( pos, quat, sca );
					averagePos.add( pos );

				}

				averagePos.divideScalar( instance.count );
				controls.target.copy( averagePos );
				camera.position.add( averagePos );
				controls.update();

			}

			console.log( res );
			scene.add( res.scene );

		} );

	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );

}
Example #15
Source File: gltf.js    From 3DTilesRendererJS with Apache License 2.0 4 votes vote down vote up
function init() {

	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0x151c1f );
	renderer.shadowMap.enabled = true;
	renderer.shadowMap.type = PCFSoftShadowMap;
	renderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( renderer.domElement );

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	camera.position.set( 3, 10, 20 );

	// controls
	controls = new OrbitControls( camera, renderer.domElement );
	controls.screenSpacePanning = false;
	controls.minDistance = 1;
	controls.maxDistance = 2000;

	// lights
	dirLight = new DirectionalLight( 0xffffff, 1.25 );
	dirLight.position.set( 1, 2, 3 ).multiplyScalar( 40 );
	dirLight.castShadow = true;
	dirLight.shadow.bias = - 0.01;
	dirLight.shadow.mapSize.setScalar( 2048 );

	const shadowCam = dirLight.shadow.camera;
	shadowCam.left = - 200;
	shadowCam.bottom = - 200;
	shadowCam.right = 200;
	shadowCam.top = 200;
	shadowCam.updateProjectionMatrix();
	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.05 );
	scene.add( ambLight );

	// basic gltf test files
	let insertPosition = 0;
	const gltfModelTests = [
		'https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/CesiumMilkTruck/glTF-Binary/CesiumMilkTruck.glb',
		'https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/CesiumMilkTruck/glTF-Embedded/CesiumMilkTruck.gltf',
		'https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/CesiumMilkTruck/glTF/CesiumMilkTruck.gltf',
	];

	for ( const url of gltfModelTests ) {

		const loader = new GLTFExtensionLoader();
		loader.workingPath = loader.workingPathForURL( url );
		loader.load( url )
			.then( res => {

				res.scene.position.set( insertPosition += 5, 0, 0 );
				controls.target.set( insertPosition / 2, 0, 0 );
				controls.update();
				console.log( 'default loader:', { gltf: res, url } );
				scene.add( res.scene );

			} );

	}

	// gltf with extensions
	const delegatedLoaderTests = [
		'https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/CesiumMilkTruck/glTF-Draco/CesiumMilkTruck.gltf',
		'https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/Box/glTF-Binary/Box.glb',
	];

	const manager = new LoadingManager();
	const gltfLoader = new GLTFLoader( manager );
	const dracoLoader = new DRACOLoader( manager );
	dracoLoader.setDecoderPath( 'https://unpkg.com/[email protected]/examples/js/libs/draco/gltf/' );
	gltfLoader.setDRACOLoader( dracoLoader );
	manager.addHandler( /\.gltf$/, gltfLoader );
	manager.addHandler( /\.glb$/, gltfLoader );

	for ( const url of delegatedLoaderTests ) {

		const loader = new GLTFExtensionLoader( manager );
		loader.workingPath = loader.workingPathForURL( url );
		loader.load( url )
			.then( res => {

				res.scene.position.set( insertPosition += 5, 0, 0 );
				controls.target.set( insertPosition / 2, 0, 0 );
				controls.update();
				console.log( 'custom loader:', { gltf: res, url } );
				scene.add( res.scene );

			} );

	}

	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );

}
Example #16
Source File: customMaterial.js    From 3DTilesRendererJS with Apache License 2.0 4 votes vote down vote up
function init() {

	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0x151c1f );
	renderer.shadowMap.enabled = true;
	renderer.shadowMap.type = PCFSoftShadowMap;
	renderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( renderer.domElement );

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	camera.position.set( 400, 400, 400 );

	orthoCamera = new OrthographicCamera();

	// controls
	controls = new OrbitControls( camera, renderer.domElement );
	controls.screenSpacePanning = false;
	controls.minDistance = 1;
	controls.maxDistance = 2000;

	// lights
	dirLight = new DirectionalLight( 0xffffff, 1.25 );
	dirLight.position.set( 1, 2, 3 ).multiplyScalar( 40 );
	dirLight.castShadow = true;
	dirLight.shadow.bias = - 0.01;
	dirLight.shadow.mapSize.setScalar( 2048 );

	const shadowCam = dirLight.shadow.camera;
	shadowCam.left = - 200;
	shadowCam.bottom = - 200;
	shadowCam.right = 200;
	shadowCam.top = 200;
	shadowCam.updateProjectionMatrix();

	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.05 );
	scene.add( ambLight );

	box = new Box3();
	sphere = new Sphere();

	offsetParent = new Group();
	scene.add( offsetParent );

	initTiles();

	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );

	// GUI
	const gui = new GUI();
	gui.width = 300;
	gui.add( params, 'orthographic' );
	gui.add( params, 'material', { DEFAULT, GRADIENT, TOPOGRAPHIC_LINES, LIGHTING } )
		.onChange( () => {

			tiles.forEachLoadedModel( updateMaterial );

		} );
	gui.add( params, 'rebuild' );
	gui.open();

	// Stats
	stats = new Stats();
	stats.showPanel( 0 );
	document.body.appendChild( stats.dom );

	statsContainer = document.createElement( 'div' );
	statsContainer.style.position = 'absolute';
	statsContainer.style.top = 0;
	statsContainer.style.left = 0;
	statsContainer.style.color = 'white';
	statsContainer.style.width = '100%';
	statsContainer.style.textAlign = 'center';
	statsContainer.style.padding = '5px';
	statsContainer.style.pointerEvents = 'none';
	statsContainer.style.lineHeight = '1.5em';
	document.body.appendChild( statsContainer );

}
Example #17
Source File: b3dmExample.js    From 3DTilesRendererJS with Apache License 2.0 4 votes vote down vote up
function init() {

	infoEl = document.getElementById( 'info' );

	scene = new Scene();

	// primary camera view
	renderer = new WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0x151c1f );
	renderer.shadowMap.enabled = true;
	renderer.shadowMap.type = PCFSoftShadowMap;
	renderer.outputEncoding = sRGBEncoding;

	document.body.appendChild( renderer.domElement );

	camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
	camera.position.set( 400, 400, 400 );

	// controls
	controls = new OrbitControls( camera, renderer.domElement );
	controls.screenSpacePanning = false;
	controls.minDistance = 1;
	controls.maxDistance = 2000;

	// lights
	dirLight = new DirectionalLight( 0xffffff, 1.25 );
	dirLight.position.set( 1, 2, 3 ).multiplyScalar( 40 );
	dirLight.castShadow = true;
	dirLight.shadow.bias = - 0.01;
	dirLight.shadow.mapSize.setScalar( 2048 );

	const shadowCam = dirLight.shadow.camera;
	shadowCam.left = - 200;
	shadowCam.bottom = - 200;
	shadowCam.right = 200;
	shadowCam.top = 200;
	shadowCam.updateProjectionMatrix();

	scene.add( dirLight );

	const ambLight = new AmbientLight( 0xffffff, 0.05 );
	scene.add( ambLight );

	offsetGroup = new Group();
	scene.add( offsetGroup );

	new B3DMLoader()
		.load( 'https://raw.githubusercontent.com/CesiumGS/3d-tiles-samples/main/1.0/TilesetWithRequestVolume/city/lr.b3dm' )
		.then( res => {

			console.log( res );
			model = res.scene;
			offsetGroup.add( model );

			const box = new Box3();
			box.setFromObject( model );
			box.getCenter( offsetGroup.position ).multiplyScalar( - 1 );


			// reassign the material to use the batchid highlight variant.
			// in practice this should copy over any needed uniforms from the
			// original material.
			model.traverse( c => {

				if ( c.isMesh ) {

					c.material = new ShaderMaterial( batchIdHighlightShaderMixin( ShaderLib.standard ) );

				}

			} );

		} );

	raycaster = new Raycaster();
	mouse = new Vector2();

	onWindowResize();
	window.addEventListener( 'resize', onWindowResize, false );
	renderer.domElement.addEventListener( 'mousemove', onMouseMove, false );

}