parse( object, options = {} ) {

		options = Object.assign( {
			decodeSpeed: 5,
			encodeSpeed: 5,
			encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,
			quantization: [ 16, 8, 8, 8, 8 ],
			exportUvs: true,
			exportNormals: true,
			exportColor: false,
		}, options );

		if ( DracoEncoderModule === undefined ) {

			throw new Error( 'THREE.DRACOExporter: required the draco_encoder to work.' );

		}

		const geometry = object.geometry;

		const dracoEncoder = DracoEncoderModule();
		const encoder = new dracoEncoder.Encoder();
		let builder;
		let dracoObject;

		if ( object.isMesh === true ) {

			builder = new dracoEncoder.MeshBuilder();
			dracoObject = new dracoEncoder.Mesh();

			const vertices = geometry.getAttribute( 'position' );
			builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array );

			const faces = geometry.getIndex();

			if ( faces !== null ) {

				builder.AddFacesToMesh( dracoObject, faces.count / 3, faces.array );

			} else {

				const faces = new ( vertices.count > 65535 ? Uint32Array : Uint16Array )( vertices.count );

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

					faces[ i ] = i;

				}

				builder.AddFacesToMesh( dracoObject, vertices.count, faces );

			}

			if ( options.exportNormals === true ) {

				const normals = geometry.getAttribute( 'normal' );

				if ( normals !== undefined ) {

					builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.NORMAL, normals.count, normals.itemSize, normals.array );

				}

			}

			if ( options.exportUvs === true ) {

				const uvs = geometry.getAttribute( 'uv' );

				if ( uvs !== undefined ) {

					builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array );

				}

			}

			if ( options.exportColor === true ) {

				const colors = geometry.getAttribute( 'color' );

				if ( colors !== undefined ) {

					const array = createVertexColorSRGBArray( colors );

					builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, array );

				}

			}

		} else if ( object.isPoints === true ) {

			builder = new dracoEncoder.PointCloudBuilder();
			dracoObject = new dracoEncoder.PointCloud();

			const vertices = geometry.getAttribute( 'position' );
			builder.AddFloatAttribute( dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array );

			if ( options.exportColor === true ) {

				const colors = geometry.getAttribute( 'color' );

				if ( colors !== undefined ) {

					const array = createVertexColorSRGBArray( colors );

					builder.AddFloatAttribute( dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, array );

				}

			}

		} else {

			throw new Error( 'DRACOExporter: Unsupported object type.' );

		}

		//Compress using draco encoder

		const encodedData = new dracoEncoder.DracoInt8Array();

		//Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression).

		const encodeSpeed = ( options.encodeSpeed !== undefined ) ? options.encodeSpeed : 5;
		const decodeSpeed = ( options.decodeSpeed !== undefined ) ? options.decodeSpeed : 5;

		encoder.SetSpeedOptions( encodeSpeed, decodeSpeed );

		// Sets the desired encoding method for a given geometry.

		if ( options.encoderMethod !== undefined ) {

			encoder.SetEncodingMethod( options.encoderMethod );

		}

		// Sets the quantization (number of bits used to represent) compression options for a named attribute.
		// The attribute values will be quantized in a box defined by the maximum extent of the attribute values.
		if ( options.quantization !== undefined ) {

			for ( let i = 0; i < 5; i ++ ) {

				if ( options.quantization[ i ] !== undefined ) {

					encoder.SetAttributeQuantization( i, options.quantization[ i ] );

				}

			}

		}

		let length;

		if ( object.isMesh === true ) {

			length = encoder.EncodeMeshToDracoBuffer( dracoObject, encodedData );

		} else {

			length = encoder.EncodePointCloudToDracoBuffer( dracoObject, true, encodedData );

		}

		dracoEncoder.destroy( dracoObject );

		if ( length === 0 ) {

			throw new Error( 'THREE.DRACOExporter: Draco encoding failed.' );

		}

		//Copy encoded data to buffer.
		const outputData = new Int8Array( new ArrayBuffer( length ) );

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

			outputData[ i ] = encodedData.GetValue( i );

		}

		dracoEncoder.destroy( encodedData );
		dracoEncoder.destroy( encoder );
		dracoEncoder.destroy( builder );

		return outputData;

	}
Parses the given mesh or point cloud and generates the Draco output.

@param {(Mesh|Points)} object - The mesh or point cloud to export.
@param {DRACOExporter~Options} options - The export options.
@return {Int8Array} The exported Draco.