parse( data ) {

		const view = new DataView( data );

		const totalFrames = view.getUint32( 0 );
		const totalPoints = view.getUint32( 4 );

		let offset = 8;

		// animation clip

		const times = new Float32Array( totalFrames );
		const values = new Float32Array( totalFrames * totalFrames ).fill( 0 );

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

			times[ i ] = view.getFloat32( offset ); offset += 4;
			values[ ( totalFrames * i ) + i ] = 1;

		}

		const track = new NumberKeyframeTrack( '.morphTargetInfluences', times, values );
		const clip = new AnimationClip( 'default', times[ times.length - 1 ], [ track ] );

		// morph targets

		const morphTargets = [];

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

			const morphTarget = new Float32Array( totalPoints * 3 );

			for ( let j = 0; j < totalPoints; j ++ ) {

				const stride = ( j * 3 );

				morphTarget[ stride + 0 ] = view.getFloat32( offset ); offset += 4; // x
				morphTarget[ stride + 1 ] = view.getFloat32( offset ); offset += 4; // y
				morphTarget[ stride + 2 ] = view.getFloat32( offset ); offset += 4; // z

			}

			const attribute = new BufferAttribute( morphTarget, 3 );
			attribute.name = 'morph_' + i;

			morphTargets.push( attribute );

		}

		return {
			morphTargets: morphTargets,
			clip: clip
		};

	}
Parses the given MDD data and returns an object holding the animation clip and the respective
morph targets.

@param {ArrayBuffer} data - The raw XYZ data as an array buffer.
@return {{clip:AnimationClip, morphTargets:Array<BufferAttribute>}} The result object.