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							- import {
 
- 	BackSide,
 
- 	BoxGeometry,
 
- 	BufferAttribute,
 
- 	BufferGeometry,
 
- 	ClampToEdgeWrapping,
 
- 	Color,
 
- 	ConeGeometry,
 
- 	CylinderGeometry,
 
- 	DataTexture,
 
- 	DoubleSide,
 
- 	FileLoader,
 
- 	Float32BufferAttribute,
 
- 	FrontSide,
 
- 	Group,
 
- 	LineBasicMaterial,
 
- 	LineSegments,
 
- 	Loader,
 
- 	LoaderUtils,
 
- 	Mesh,
 
- 	MeshBasicMaterial,
 
- 	MeshPhongMaterial,
 
- 	Object3D,
 
- 	Points,
 
- 	PointsMaterial,
 
- 	Quaternion,
 
- 	RGBAFormat,
 
- 	RGBFormat,
 
- 	RepeatWrapping,
 
- 	Scene,
 
- 	ShapeUtils,
 
- 	SphereGeometry,
 
- 	TextureLoader,
 
- 	Vector2,
 
- 	Vector3
 
- } from '../../../build/three.module.js';
 
- import chevrotain from '../libs/chevrotain.module.min.js';
 
- class VRMLLoader extends Loader {
 
- 	constructor( manager ) {
 
- 		super( manager );
 
- 		// dependency check
 
- 		if ( typeof chevrotain === 'undefined' ) { // eslint-disable-line no-undef
 
- 			throw Error( 'THREE.VRMLLoader: External library chevrotain.min.js required.' );
 
- 		}
 
- 	}
 
- 	load( url, onLoad, onProgress, onError ) {
 
- 		const scope = this;
 
- 		const path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
 
- 		const loader = new FileLoader( scope.manager );
 
- 		loader.setPath( scope.path );
 
- 		loader.setRequestHeader( scope.requestHeader );
 
- 		loader.setWithCredentials( scope.withCredentials );
 
- 		loader.load( url, function ( text ) {
 
- 			try {
 
- 				onLoad( scope.parse( text, path ) );
 
- 			} catch ( e ) {
 
- 				if ( onError ) {
 
- 					onError( e );
 
- 				} else {
 
- 					console.error( e );
 
- 				}
 
- 				scope.manager.itemError( url );
 
- 			}
 
- 		}, onProgress, onError );
 
- 	}
 
- 	parse( data, path ) {
 
- 		const nodeMap = {};
 
- 		function generateVRMLTree( data ) {
 
- 			// create lexer, parser and visitor
 
- 			const tokenData = createTokens();
 
- 			const lexer = new VRMLLexer( tokenData.tokens );
 
- 			const parser = new VRMLParser( tokenData.tokenVocabulary );
 
- 			const visitor = createVisitor( parser.getBaseCstVisitorConstructor() );
 
- 			// lexing
 
- 			const lexingResult = lexer.lex( data );
 
- 			parser.input = lexingResult.tokens;
 
- 			// parsing
 
- 			const cstOutput = parser.vrml();
 
- 			if ( parser.errors.length > 0 ) {
 
- 				console.error( parser.errors );
 
- 				throw Error( 'THREE.VRMLLoader: Parsing errors detected.' );
 
- 			}
 
- 			// actions
 
- 			const ast = visitor.visit( cstOutput );
 
- 			return ast;
 
- 		}
 
- 		function createTokens() {
 
- 			const createToken = chevrotain.createToken; // eslint-disable-line no-undef
 
- 			// from http://gun.teipir.gr/VRML-amgem/spec/part1/concepts.html#SyntaxBasics
 
- 			const RouteIdentifier = createToken( { name: 'RouteIdentifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*[\.][^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*/ } );
 
- 			const Identifier = createToken( { name: 'Identifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*/, longer_alt: RouteIdentifier } );
 
- 			// from http://gun.teipir.gr/VRML-amgem/spec/part1/nodesRef.html
 
- 			const nodeTypes = [
 
- 				'Anchor', 'Billboard', 'Collision', 'Group', 'Transform', // grouping nodes
 
- 				'Inline', 'LOD', 'Switch', // special groups
 
- 				'AudioClip', 'DirectionalLight', 'PointLight', 'Script', 'Shape', 'Sound', 'SpotLight', 'WorldInfo', // common nodes
 
- 				'CylinderSensor', 'PlaneSensor', 'ProximitySensor', 'SphereSensor', 'TimeSensor', 'TouchSensor', 'VisibilitySensor', // sensors
 
- 				'Box', 'Cone', 'Cylinder', 'ElevationGrid', 'Extrusion', 'IndexedFaceSet', 'IndexedLineSet', 'PointSet', 'Sphere', // geometries
 
- 				'Color', 'Coordinate', 'Normal', 'TextureCoordinate', // geometric properties
 
- 				'Appearance', 'FontStyle', 'ImageTexture', 'Material', 'MovieTexture', 'PixelTexture', 'TextureTransform', // appearance
 
- 				'ColorInterpolator', 'CoordinateInterpolator', 'NormalInterpolator', 'OrientationInterpolator', 'PositionInterpolator', 'ScalarInterpolator', // interpolators
 
- 				'Background', 'Fog', 'NavigationInfo', 'Viewpoint', // bindable nodes
 
- 				'Text' // Text must be placed at the end of the regex so there are no matches for TextureTransform and TextureCoordinate
 
- 			];
 
- 			//
 
- 			const Version = createToken( {
 
- 				name: 'Version',
 
- 				pattern: /#VRML.*/,
 
- 				longer_alt: Identifier
 
- 			} );
 
- 			const NodeName = createToken( {
 
- 				name: 'NodeName',
 
- 				pattern: new RegExp( nodeTypes.join( '|' ) ),
 
- 				longer_alt: Identifier
 
- 			} );
 
- 			const DEF = createToken( {
 
- 				name: 'DEF',
 
- 				pattern: /DEF/,
 
- 				longer_alt: Identifier
 
- 			} );
 
- 			const USE = createToken( {
 
- 				name: 'USE',
 
- 				pattern: /USE/,
 
- 				longer_alt: Identifier
 
- 			} );
 
- 			const ROUTE = createToken( {
 
- 				name: 'ROUTE',
 
- 				pattern: /ROUTE/,
 
- 				longer_alt: Identifier
 
- 			} );
 
- 			const TO = createToken( {
 
- 				name: 'TO',
 
- 				pattern: /TO/,
 
- 				longer_alt: Identifier
 
- 			} );
 
- 			//
 
- 			const StringLiteral = createToken( { name: 'StringLiteral', pattern: /"(:?[^\\"\n\r]+|\\(:?[bfnrtv"\\/]|u[0-9a-fA-F]{4}))*"/ } );
 
- 			const HexLiteral = createToken( { name: 'HexLiteral', pattern: /0[xX][0-9a-fA-F]+/ } );
 
- 			const NumberLiteral = createToken( { name: 'NumberLiteral', pattern: /[-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?/ } );
 
- 			const TrueLiteral = createToken( { name: 'TrueLiteral', pattern: /TRUE/ } );
 
- 			const FalseLiteral = createToken( { name: 'FalseLiteral', pattern: /FALSE/ } );
 
- 			const NullLiteral = createToken( { name: 'NullLiteral', pattern: /NULL/ } );
 
- 			const LSquare = createToken( { name: 'LSquare', pattern: /\[/ } );
 
- 			const RSquare = createToken( { name: 'RSquare', pattern: /]/ } );
 
- 			const LCurly = createToken( { name: 'LCurly', pattern: /{/ } );
 
- 			const RCurly = createToken( { name: 'RCurly', pattern: /}/ } );
 
- 			const Comment = createToken( {
 
- 				name: 'Comment',
 
- 				pattern: /#.*/,
 
- 				group: chevrotain.Lexer.SKIPPED // eslint-disable-line no-undef
 
- 			} );
 
- 			// commas, blanks, tabs, newlines and carriage returns are whitespace characters wherever they appear outside of string fields
 
- 			const WhiteSpace = createToken( {
 
- 				name: 'WhiteSpace',
 
- 				pattern: /[ ,\s]/,
 
- 				group: chevrotain.Lexer.SKIPPED // eslint-disable-line no-undef
 
- 			} );
 
- 			const tokens = [
 
- 				WhiteSpace,
 
- 				// keywords appear before the Identifier
 
- 				NodeName,
 
- 				DEF,
 
- 				USE,
 
- 				ROUTE,
 
- 				TO,
 
- 				TrueLiteral,
 
- 				FalseLiteral,
 
- 				NullLiteral,
 
- 				// the Identifier must appear after the keywords because all keywords are valid identifiers
 
- 				Version,
 
- 				Identifier,
 
- 				RouteIdentifier,
 
- 				StringLiteral,
 
- 				HexLiteral,
 
- 				NumberLiteral,
 
- 				LSquare,
 
- 				RSquare,
 
- 				LCurly,
 
- 				RCurly,
 
- 				Comment
 
- 			];
 
- 			const tokenVocabulary = {};
 
- 			for ( let i = 0, l = tokens.length; i < l; i ++ ) {
 
- 				const token = tokens[ i ];
 
- 				tokenVocabulary[ token.name ] = token;
 
- 			}
 
- 			return { tokens: tokens, tokenVocabulary: tokenVocabulary };
 
- 		}
 
- 		function createVisitor( BaseVRMLVisitor ) {
 
- 			// the visitor is created dynmaically based on the given base class
 
- 			function VRMLToASTVisitor() {
 
- 				BaseVRMLVisitor.call( this );
 
- 				this.validateVisitor();
 
- 			}
 
- 			VRMLToASTVisitor.prototype = Object.assign( Object.create( BaseVRMLVisitor.prototype ), {
 
- 				constructor: VRMLToASTVisitor,
 
- 				vrml: function ( ctx ) {
 
- 					const data = {
 
- 						version: this.visit( ctx.version ),
 
- 						nodes: [],
 
- 						routes: []
 
- 					};
 
- 					for ( let i = 0, l = ctx.node.length; i < l; i ++ ) {
 
- 						const node = ctx.node[ i ];
 
- 						data.nodes.push( this.visit( node ) );
 
- 					}
 
- 					if ( ctx.route ) {
 
- 						for ( let i = 0, l = ctx.route.length; i < l; i ++ ) {
 
- 							const route = ctx.route[ i ];
 
- 							data.routes.push( this.visit( route ) );
 
- 						}
 
- 					}
 
- 					return data;
 
- 				},
 
- 				version: function ( ctx ) {
 
- 					return ctx.Version[ 0 ].image;
 
- 				},
 
- 				node: function ( ctx ) {
 
- 					const data = {
 
- 						name: ctx.NodeName[ 0 ].image,
 
- 						fields: []
 
- 					};
 
- 					if ( ctx.field ) {
 
- 						for ( let i = 0, l = ctx.field.length; i < l; i ++ ) {
 
- 							const field = ctx.field[ i ];
 
- 							data.fields.push( this.visit( field ) );
 
- 						}
 
- 					}
 
- 					// DEF
 
- 					if ( ctx.def ) {
 
- 						data.DEF = this.visit( ctx.def[ 0 ] );
 
- 					}
 
- 					return data;
 
- 				},
 
- 				field: function ( ctx ) {
 
- 					const data = {
 
- 						name: ctx.Identifier[ 0 ].image,
 
- 						type: null,
 
- 						values: null
 
- 					};
 
- 					let result;
 
- 					// SFValue
 
- 					if ( ctx.singleFieldValue ) {
 
- 						result = this.visit( ctx.singleFieldValue[ 0 ] );
 
- 					}
 
- 					// MFValue
 
- 					if ( ctx.multiFieldValue ) {
 
- 						result = this.visit( ctx.multiFieldValue[ 0 ] );
 
- 					}
 
- 					data.type = result.type;
 
- 					data.values = result.values;
 
- 					return data;
 
- 				},
 
- 				def: function ( ctx ) {
 
- 					return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;
 
- 				},
 
- 				use: function ( ctx ) {
 
- 					return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };
 
- 				},
 
- 				singleFieldValue: function ( ctx ) {
 
- 					return processField( this, ctx );
 
- 				},
 
- 				multiFieldValue: function ( ctx ) {
 
- 					return processField( this, ctx );
 
- 				},
 
- 				route: function ( ctx ) {
 
- 					const data = {
 
- 						FROM: ctx.RouteIdentifier[ 0 ].image,
 
- 						TO: ctx.RouteIdentifier[ 1 ].image
 
- 					};
 
- 					return data;
 
- 				}
 
- 			} );
 
- 			function processField( scope, ctx ) {
 
- 				const field = {
 
- 					type: null,
 
- 					values: []
 
- 				};
 
- 				if ( ctx.node ) {
 
- 					field.type = 'node';
 
- 					for ( let i = 0, l = ctx.node.length; i < l; i ++ ) {
 
- 						const node = ctx.node[ i ];
 
- 						field.values.push( scope.visit( node ) );
 
- 					}
 
- 				}
 
- 				if ( ctx.use ) {
 
- 					field.type = 'use';
 
- 					for ( let i = 0, l = ctx.use.length; i < l; i ++ ) {
 
- 						const use = ctx.use[ i ];
 
- 						field.values.push( scope.visit( use ) );
 
- 					}
 
- 				}
 
- 				if ( ctx.StringLiteral ) {
 
- 					field.type = 'string';
 
- 					for ( let i = 0, l = ctx.StringLiteral.length; i < l; i ++ ) {
 
- 						const stringLiteral = ctx.StringLiteral[ i ];
 
- 						field.values.push( stringLiteral.image.replace( /'|"/g, '' ) );
 
- 					}
 
- 				}
 
- 				if ( ctx.NumberLiteral ) {
 
- 					field.type = 'number';
 
- 					for ( let i = 0, l = ctx.NumberLiteral.length; i < l; i ++ ) {
 
- 						const numberLiteral = ctx.NumberLiteral[ i ];
 
- 						field.values.push( parseFloat( numberLiteral.image ) );
 
- 					}
 
- 				}
 
- 				if ( ctx.HexLiteral ) {
 
- 					field.type = 'hex';
 
- 					for ( let i = 0, l = ctx.HexLiteral.length; i < l; i ++ ) {
 
- 						const hexLiteral = ctx.HexLiteral[ i ];
 
- 						field.values.push( hexLiteral.image );
 
- 					}
 
- 				}
 
- 				if ( ctx.TrueLiteral ) {
 
- 					field.type = 'boolean';
 
- 					for ( let i = 0, l = ctx.TrueLiteral.length; i < l; i ++ ) {
 
- 						const trueLiteral = ctx.TrueLiteral[ i ];
 
- 						if ( trueLiteral.image === 'TRUE' ) field.values.push( true );
 
- 					}
 
- 				}
 
- 				if ( ctx.FalseLiteral ) {
 
- 					field.type = 'boolean';
 
- 					for ( let i = 0, l = ctx.FalseLiteral.length; i < l; i ++ ) {
 
- 						const falseLiteral = ctx.FalseLiteral[ i ];
 
- 						if ( falseLiteral.image === 'FALSE' ) field.values.push( false );
 
- 					}
 
- 				}
 
- 				if ( ctx.NullLiteral ) {
 
- 					field.type = 'null';
 
- 					ctx.NullLiteral.forEach( function () {
 
- 						field.values.push( null );
 
- 					} );
 
- 				}
 
- 				return field;
 
- 			}
 
- 			return new VRMLToASTVisitor();
 
- 		}
 
- 		function parseTree( tree ) {
 
- 			// console.log( JSON.stringify( tree, null, 2 ) );
 
- 			const nodes = tree.nodes;
 
- 			const scene = new Scene();
 
- 			// first iteration: build nodemap based on DEF statements
 
- 			for ( let i = 0, l = nodes.length; i < l; i ++ ) {
 
- 				const node = nodes[ i ];
 
- 				buildNodeMap( node );
 
- 			}
 
- 			// second iteration: build nodes
 
- 			for ( let i = 0, l = nodes.length; i < l; i ++ ) {
 
- 				const node = nodes[ i ];
 
- 				const object = getNode( node );
 
- 				if ( object instanceof Object3D ) scene.add( object );
 
- 				if ( node.name === 'WorldInfo' ) scene.userData.worldInfo = object;
 
- 			}
 
- 			return scene;
 
- 		}
 
- 		function buildNodeMap( node ) {
 
- 			if ( node.DEF ) {
 
- 				nodeMap[ node.DEF ] = node;
 
- 			}
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				if ( field.type === 'node' ) {
 
- 					const fieldValues = field.values;
 
- 					for ( let j = 0, jl = fieldValues.length; j < jl; j ++ ) {
 
- 						buildNodeMap( fieldValues[ j ] );
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		function getNode( node ) {
 
- 			// handle case where a node refers to a different one
 
- 			if ( node.USE ) {
 
- 				return resolveUSE( node.USE );
 
- 			}
 
- 			if ( node.build !== undefined ) return node.build;
 
- 			node.build = buildNode( node );
 
- 			return node.build;
 
- 		}
 
- 		// node builder
 
- 		function buildNode( node ) {
 
- 			const nodeName = node.name;
 
- 			let build;
 
- 			switch ( nodeName ) {
 
- 				case 'Group':
 
- 				case 'Transform':
 
- 				case 'Collision':
 
- 					build = buildGroupingNode( node );
 
- 					break;
 
- 				case 'Background':
 
- 					build = buildBackgroundNode( node );
 
- 					break;
 
- 				case 'Shape':
 
- 					build = buildShapeNode( node );
 
- 					break;
 
- 				case 'Appearance':
 
- 					build = buildAppearanceNode( node );
 
- 					break;
 
- 				case 'Material':
 
- 					build = buildMaterialNode( node );
 
- 					break;
 
- 				case 'ImageTexture':
 
- 					build = buildImageTextureNode( node );
 
- 					break;
 
- 				case 'PixelTexture':
 
- 					build = buildPixelTextureNode( node );
 
- 					break;
 
- 				case 'TextureTransform':
 
- 					build = buildTextureTransformNode( node );
 
- 					break;
 
- 				case 'IndexedFaceSet':
 
- 					build = buildIndexedFaceSetNode( node );
 
- 					break;
 
- 				case 'IndexedLineSet':
 
- 					build = buildIndexedLineSetNode( node );
 
- 					break;
 
- 				case 'PointSet':
 
- 					build = buildPointSetNode( node );
 
- 					break;
 
- 				case 'Box':
 
- 					build = buildBoxNode( node );
 
- 					break;
 
- 				case 'Cone':
 
- 					build = buildConeNode( node );
 
- 					break;
 
- 				case 'Cylinder':
 
- 					build = buildCylinderNode( node );
 
- 					break;
 
- 				case 'Sphere':
 
- 					build = buildSphereNode( node );
 
- 					break;
 
- 				case 'ElevationGrid':
 
- 					build = buildElevationGridNode( node );
 
- 					break;
 
- 				case 'Extrusion':
 
- 					build = buildExtrusionNode( node );
 
- 					break;
 
- 				case 'Color':
 
- 				case 'Coordinate':
 
- 				case 'Normal':
 
- 				case 'TextureCoordinate':
 
- 					build = buildGeometricNode( node );
 
- 					break;
 
- 				case 'WorldInfo':
 
- 					build = buildWorldInfoNode( node );
 
- 					break;
 
- 				case 'Anchor':
 
- 				case 'Billboard':
 
- 				case 'Inline':
 
- 				case 'LOD':
 
- 				case 'Switch':
 
- 				case 'AudioClip':
 
- 				case 'DirectionalLight':
 
- 				case 'PointLight':
 
- 				case 'Script':
 
- 				case 'Sound':
 
- 				case 'SpotLight':
 
- 				case 'CylinderSensor':
 
- 				case 'PlaneSensor':
 
- 				case 'ProximitySensor':
 
- 				case 'SphereSensor':
 
- 				case 'TimeSensor':
 
- 				case 'TouchSensor':
 
- 				case 'VisibilitySensor':
 
- 				case 'Text':
 
- 				case 'FontStyle':
 
- 				case 'MovieTexture':
 
- 				case 'ColorInterpolator':
 
- 				case 'CoordinateInterpolator':
 
- 				case 'NormalInterpolator':
 
- 				case 'OrientationInterpolator':
 
- 				case 'PositionInterpolator':
 
- 				case 'ScalarInterpolator':
 
- 				case 'Fog':
 
- 				case 'NavigationInfo':
 
- 				case 'Viewpoint':
 
- 					// node not supported yet
 
- 					break;
 
- 				default:
 
- 					console.warn( 'THREE.VRMLLoader: Unknown node:', nodeName );
 
- 					break;
 
- 			}
 
- 			if ( build !== undefined && node.DEF !== undefined && build.hasOwnProperty( 'name' ) === true ) {
 
- 				build.name = node.DEF;
 
- 			}
 
- 			return build;
 
- 		}
 
- 		function buildGroupingNode( node ) {
 
- 			const object = new Group();
 
- 			//
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'bboxCenter':
 
- 						// field not supported
 
- 						break;
 
- 					case 'bboxSize':
 
- 						// field not supported
 
- 						break;
 
- 					case 'center':
 
- 						// field not supported
 
- 						break;
 
- 					case 'children':
 
- 						parseFieldChildren( fieldValues, object );
 
- 						break;
 
- 					case 'collide':
 
- 						// field not supported
 
- 						break;
 
- 					case 'rotation':
 
- 						const axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
 
- 						const angle = fieldValues[ 3 ];
 
- 						object.quaternion.setFromAxisAngle( axis, angle );
 
- 						break;
 
- 					case 'scale':
 
- 						object.scale.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
 
- 						break;
 
- 					case 'scaleOrientation':
 
- 						// field not supported
 
- 						break;
 
- 					case 'translation':
 
- 						object.position.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
 
- 						break;
 
- 					case 'proxy':
 
- 						// field not supported
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			return object;
 
- 		}
 
- 		function buildBackgroundNode( node ) {
 
- 			const group = new Group();
 
- 			let groundAngle, groundColor;
 
- 			let skyAngle, skyColor;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'groundAngle':
 
- 						groundAngle = fieldValues;
 
- 						break;
 
- 					case 'groundColor':
 
- 						groundColor = fieldValues;
 
- 						break;
 
- 					case 'backUrl':
 
- 						// field not supported
 
- 						break;
 
- 					case 'bottomUrl':
 
- 						// field not supported
 
- 						break;
 
- 					case 'frontUrl':
 
- 						// field not supported
 
- 						break;
 
- 					case 'leftUrl':
 
- 						// field not supported
 
- 						break;
 
- 					case 'rightUrl':
 
- 						// field not supported
 
- 						break;
 
- 					case 'topUrl':
 
- 						// field not supported
 
- 						break;
 
- 					case 'skyAngle':
 
- 						skyAngle = fieldValues;
 
- 						break;
 
- 					case 'skyColor':
 
- 						skyColor = fieldValues;
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			const radius = 10000;
 
- 			// sky
 
- 			if ( skyColor ) {
 
- 				const skyGeometry = new SphereGeometry( radius, 32, 16 );
 
- 				const skyMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, depthWrite: false, depthTest: false } );
 
- 				if ( skyColor.length > 3 ) {
 
- 					paintFaces( skyGeometry, radius, skyAngle, toColorArray( skyColor ), true );
 
- 					skyMaterial.vertexColors = true;
 
- 				} else {
 
- 					skyMaterial.color.setRGB( skyColor[ 0 ], skyColor[ 1 ], skyColor[ 2 ] );
 
- 				}
 
- 				const sky = new Mesh( skyGeometry, skyMaterial );
 
- 				group.add( sky );
 
- 			}
 
- 			// ground
 
- 			if ( groundColor ) {
 
- 				if ( groundColor.length > 0 ) {
 
- 					const groundGeometry = new SphereGeometry( radius, 32, 16, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI );
 
- 					const groundMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, vertexColors: true, depthWrite: false, depthTest: false } );
 
- 					paintFaces( groundGeometry, radius, groundAngle, toColorArray( groundColor ), false );
 
- 					const ground = new Mesh( groundGeometry, groundMaterial );
 
- 					group.add( ground );
 
- 				}
 
- 			}
 
- 			// render background group first
 
- 			group.renderOrder = - Infinity;
 
- 			return group;
 
- 		}
 
- 		function buildShapeNode( node ) {
 
- 			const fields = node.fields;
 
- 			// if the appearance field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)
 
- 			let material = new MeshBasicMaterial( { color: 0x000000 } );
 
- 			let geometry;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'appearance':
 
- 						if ( fieldValues[ 0 ] !== null ) {
 
- 							material = getNode( fieldValues[ 0 ] );
 
- 						}
 
- 						break;
 
- 					case 'geometry':
 
- 						if ( fieldValues[ 0 ] !== null ) {
 
- 							geometry = getNode( fieldValues[ 0 ] );
 
- 						}
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			// build 3D object
 
- 			let object;
 
- 			if ( geometry && geometry.attributes.position ) {
 
- 				const type = geometry._type;
 
- 				if ( type === 'points' ) { // points
 
- 					const pointsMaterial = new PointsMaterial( { color: 0xffffff } );
 
- 					if ( geometry.attributes.color !== undefined ) {
 
- 						pointsMaterial.vertexColors = true;
 
- 					} else {
 
- 						// if the color field is NULL and there is a material defined for the appearance affecting this PointSet, then use the emissiveColor of the material to draw the points
 
- 						if ( material.isMeshPhongMaterial ) {
 
- 							pointsMaterial.color.copy( material.emissive );
 
- 						}
 
- 					}
 
- 					object = new Points( geometry, pointsMaterial );
 
- 				} else if ( type === 'line' ) { // lines
 
- 					const lineMaterial = new LineBasicMaterial( { color: 0xffffff } );
 
- 					if ( geometry.attributes.color !== undefined ) {
 
- 						lineMaterial.vertexColors = true;
 
- 					} else {
 
- 						// if the color field is NULL and there is a material defined for the appearance affecting this IndexedLineSet, then use the emissiveColor of the material to draw the lines
 
- 						if ( material.isMeshPhongMaterial ) {
 
- 							lineMaterial.color.copy( material.emissive );
 
- 						}
 
- 					}
 
- 					object = new LineSegments( geometry, lineMaterial );
 
- 				} else { // consider meshes
 
- 					// check "solid" hint (it's placed in the geometry but affects the material)
 
- 					if ( geometry._solid !== undefined ) {
 
- 						material.side = ( geometry._solid ) ? FrontSide : DoubleSide;
 
- 					}
 
- 					// check for vertex colors
 
- 					if ( geometry.attributes.color !== undefined ) {
 
- 						material.vertexColors = true;
 
- 					}
 
- 					object = new Mesh( geometry, material );
 
- 				}
 
- 			} else {
 
- 				object = new Object3D();
 
- 				// if the geometry field is NULL or no vertices are defined the object is not drawn
 
- 				object.visible = false;
 
- 			}
 
- 			return object;
 
- 		}
 
- 		function buildAppearanceNode( node ) {
 
- 			let material = new MeshPhongMaterial();
 
- 			let transformData;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'material':
 
- 						if ( fieldValues[ 0 ] !== null ) {
 
- 							const materialData = getNode( fieldValues[ 0 ] );
 
- 							if ( materialData.diffuseColor ) material.color.copy( materialData.diffuseColor );
 
- 							if ( materialData.emissiveColor ) material.emissive.copy( materialData.emissiveColor );
 
- 							if ( materialData.shininess ) material.shininess = materialData.shininess;
 
- 							if ( materialData.specularColor ) material.specular.copy( materialData.specularColor );
 
- 							if ( materialData.transparency ) material.opacity = 1 - materialData.transparency;
 
- 							if ( materialData.transparency > 0 ) material.transparent = true;
 
- 						} else {
 
- 							// if the material field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)
 
- 							material = new MeshBasicMaterial( { color: 0x000000 } );
 
- 						}
 
- 						break;
 
- 					case 'texture':
 
- 						const textureNode = fieldValues[ 0 ];
 
- 						if ( textureNode !== null ) {
 
- 							if ( textureNode.name === 'ImageTexture' || textureNode.name === 'PixelTexture' ) {
 
- 								material.map = getNode( textureNode );
 
- 							} else {
 
- 								// MovieTexture not supported yet
 
- 							}
 
- 						}
 
- 						break;
 
- 					case 'textureTransform':
 
- 						if ( fieldValues[ 0 ] !== null ) {
 
- 							transformData = getNode( fieldValues[ 0 ] );
 
- 						}
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			// only apply texture transform data if a texture was defined
 
- 			if ( material.map ) {
 
- 				// respect VRML lighting model
 
- 				if ( material.map.__type ) {
 
- 					switch ( material.map.__type ) {
 
- 						case TEXTURE_TYPE.INTENSITY_ALPHA:
 
- 							material.opacity = 1; // ignore transparency
 
- 							break;
 
- 						case TEXTURE_TYPE.RGB:
 
- 							material.color.set( 0xffffff ); // ignore material color
 
- 							break;
 
- 						case TEXTURE_TYPE.RGBA:
 
- 							material.color.set( 0xffffff ); // ignore material color
 
- 							material.opacity = 1; // ignore transparency
 
- 							break;
 
- 						default:
 
- 					}
 
- 					delete material.map.__type;
 
- 				}
 
- 				// apply texture transform
 
- 				if ( transformData ) {
 
- 					material.map.center.copy( transformData.center );
 
- 					material.map.rotation = transformData.rotation;
 
- 					material.map.repeat.copy( transformData.scale );
 
- 					material.map.offset.copy( transformData.translation );
 
- 				}
 
- 			}
 
- 			return material;
 
- 		}
 
- 		function buildMaterialNode( node ) {
 
- 			const materialData = {};
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'ambientIntensity':
 
- 						// field not supported
 
- 						break;
 
- 					case 'diffuseColor':
 
- 						materialData.diffuseColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
 
- 						break;
 
- 					case 'emissiveColor':
 
- 						materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
 
- 						break;
 
- 					case 'shininess':
 
- 						materialData.shininess = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'specularColor':
 
- 						materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
 
- 						break;
 
- 					case 'transparency':
 
- 						materialData.transparency = fieldValues[ 0 ];
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			return materialData;
 
- 		}
 
- 		function parseHexColor( hex, textureType, color ) {
 
- 			let value;
 
- 			switch ( textureType ) {
 
- 				case TEXTURE_TYPE.INTENSITY:
 
- 					// Intensity texture: A one-component image specifies one-byte hexadecimal or integer values representing the intensity of the image
 
- 					value = parseInt( hex );
 
- 					color.r = value;
 
- 					color.g = value;
 
- 					color.b = value;
 
- 					break;
 
- 				case TEXTURE_TYPE.INTENSITY_ALPHA:
 
- 					// Intensity+Alpha texture: A two-component image specifies the intensity in the first (high) byte and the alpha opacity in the second (low) byte.
 
- 					value = parseInt( '0x' + hex.substring( 2, 4 ) );
 
- 					color.r = value;
 
- 					color.g = value;
 
- 					color.b = value;
 
- 					color.a = parseInt( '0x' + hex.substring( 4, 6 ) );
 
- 					break;
 
- 				case TEXTURE_TYPE.RGB:
 
- 					// RGB texture: Pixels in a three-component image specify the red component in the first (high) byte, followed by the green and blue components
 
- 					color.r = parseInt( '0x' + hex.substring( 2, 4 ) );
 
- 					color.g = parseInt( '0x' + hex.substring( 4, 6 ) );
 
- 					color.b = parseInt( '0x' + hex.substring( 6, 8 ) );
 
- 					break;
 
- 				case TEXTURE_TYPE.RGBA:
 
- 					// RGBA texture: Four-component images specify the alpha opacity byte after red/green/blue
 
- 					color.r = parseInt( '0x' + hex.substring( 2, 4 ) );
 
- 					color.g = parseInt( '0x' + hex.substring( 4, 6 ) );
 
- 					color.b = parseInt( '0x' + hex.substring( 6, 8 ) );
 
- 					color.a = parseInt( '0x' + hex.substring( 8, 10 ) );
 
- 					break;
 
- 				default:
 
- 			}
 
- 		}
 
- 		function getTextureType( num_components ) {
 
- 			let type;
 
- 			switch ( num_components ) {
 
- 				case 1:
 
- 					type = TEXTURE_TYPE.INTENSITY;
 
- 					break;
 
- 				case 2:
 
- 					type = TEXTURE_TYPE.INTENSITY_ALPHA;
 
- 					break;
 
- 				case 3:
 
- 					type = TEXTURE_TYPE.RGB;
 
- 					break;
 
- 				case 4:
 
- 					type = TEXTURE_TYPE.RGBA;
 
- 					break;
 
- 				default:
 
- 			}
 
- 			return type;
 
- 		}
 
- 		function buildPixelTextureNode( node ) {
 
- 			let texture;
 
- 			let wrapS = RepeatWrapping;
 
- 			let wrapT = RepeatWrapping;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'image':
 
- 						const width = fieldValues[ 0 ];
 
- 						const height = fieldValues[ 1 ];
 
- 						const num_components = fieldValues[ 2 ];
 
- 						const useAlpha = ( num_components === 2 || num_components === 4 );
 
- 						const textureType = getTextureType( num_components );
 
- 						const size = ( ( useAlpha === true ) ? 4 : 3 ) * ( width * height );
 
- 						const data = new Uint8Array( size );
 
- 						const color = { r: 0, g: 0, b: 0, a: 0 };
 
- 						for ( let j = 3, k = 0, jl = fieldValues.length; j < jl; j ++, k ++ ) {
 
- 							parseHexColor( fieldValues[ j ], textureType, color );
 
- 							if ( useAlpha === true ) {
 
- 								const stride = k * 4;
 
- 								data[ stride + 0 ] = color.r;
 
- 								data[ stride + 1 ] = color.g;
 
- 								data[ stride + 2 ] = color.b;
 
- 								data[ stride + 3 ] = color.a;
 
- 							} else {
 
- 								const stride = k * 3;
 
- 								data[ stride + 0 ] = color.r;
 
- 								data[ stride + 1 ] = color.g;
 
- 								data[ stride + 2 ] = color.b;
 
- 							}
 
- 						}
 
- 						texture = new DataTexture( data, width, height, ( useAlpha === true ) ? RGBAFormat : RGBFormat );
 
- 						texture.__type = textureType; // needed for material modifications
 
- 						break;
 
- 					case 'repeatS':
 
- 						if ( fieldValues[ 0 ] === false ) wrapS = ClampToEdgeWrapping;
 
- 						break;
 
- 					case 'repeatT':
 
- 						if ( fieldValues[ 0 ] === false ) wrapT = ClampToEdgeWrapping;
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			if ( texture ) {
 
- 				texture.wrapS = wrapS;
 
- 				texture.wrapT = wrapT;
 
- 			}
 
- 			return texture;
 
- 		}
 
- 		function buildImageTextureNode( node ) {
 
- 			let texture;
 
- 			let wrapS = RepeatWrapping;
 
- 			let wrapT = RepeatWrapping;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'url':
 
- 						const url = fieldValues[ 0 ];
 
- 						if ( url ) texture = textureLoader.load( url );
 
- 						break;
 
- 					case 'repeatS':
 
- 						if ( fieldValues[ 0 ] === false ) wrapS = ClampToEdgeWrapping;
 
- 						break;
 
- 					case 'repeatT':
 
- 						if ( fieldValues[ 0 ] === false ) wrapT = ClampToEdgeWrapping;
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			if ( texture ) {
 
- 				texture.wrapS = wrapS;
 
- 				texture.wrapT = wrapT;
 
- 			}
 
- 			return texture;
 
- 		}
 
- 		function buildTextureTransformNode( node ) {
 
- 			const transformData = {
 
- 				center: new Vector2(),
 
- 				rotation: new Vector2(),
 
- 				scale: new Vector2(),
 
- 				translation: new Vector2()
 
- 			};
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'center':
 
- 						transformData.center.set( fieldValues[ 0 ], fieldValues[ 1 ] );
 
- 						break;
 
- 					case 'rotation':
 
- 						transformData.rotation = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'scale':
 
- 						transformData.scale.set( fieldValues[ 0 ], fieldValues[ 1 ] );
 
- 						break;
 
- 					case 'translation':
 
- 						transformData.translation.set( fieldValues[ 0 ], fieldValues[ 1 ] );
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			return transformData;
 
- 		}
 
- 		function buildGeometricNode( node ) {
 
- 			return node.fields[ 0 ].values;
 
- 		}
 
- 		function buildWorldInfoNode( node ) {
 
- 			const worldInfo = {};
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'title':
 
- 						worldInfo.title = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'info':
 
- 						worldInfo.info = fieldValues;
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			return worldInfo;
 
- 		}
 
- 		function buildIndexedFaceSetNode( node ) {
 
- 			let color, coord, normal, texCoord;
 
- 			let ccw = true, solid = true, creaseAngle = 0;
 
- 			let colorIndex, coordIndex, normalIndex, texCoordIndex;
 
- 			let colorPerVertex = true, normalPerVertex = true;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'color':
 
- 						const colorNode = fieldValues[ 0 ];
 
- 						if ( colorNode !== null ) {
 
- 							color = getNode( colorNode );
 
- 						}
 
- 						break;
 
- 					case 'coord':
 
- 						const coordNode = fieldValues[ 0 ];
 
- 						if ( coordNode !== null ) {
 
- 							coord = getNode( coordNode );
 
- 						}
 
- 						break;
 
- 					case 'normal':
 
- 						const normalNode = fieldValues[ 0 ];
 
- 						if ( normalNode !== null ) {
 
- 							normal = getNode( normalNode );
 
- 						}
 
- 						break;
 
- 					case 'texCoord':
 
- 						const texCoordNode = fieldValues[ 0 ];
 
- 						if ( texCoordNode !== null ) {
 
- 							texCoord = getNode( texCoordNode );
 
- 						}
 
- 						break;
 
- 					case 'ccw':
 
- 						ccw = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'colorIndex':
 
- 						colorIndex = fieldValues;
 
- 						break;
 
- 					case 'colorPerVertex':
 
- 						colorPerVertex = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'convex':
 
- 						// field not supported
 
- 						break;
 
- 					case 'coordIndex':
 
- 						coordIndex = fieldValues;
 
- 						break;
 
- 					case 'creaseAngle':
 
- 						creaseAngle = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'normalIndex':
 
- 						normalIndex = fieldValues;
 
- 						break;
 
- 					case 'normalPerVertex':
 
- 						normalPerVertex = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'solid':
 
- 						solid = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'texCoordIndex':
 
- 						texCoordIndex = fieldValues;
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			if ( coordIndex === undefined ) {
 
- 				console.warn( 'THREE.VRMLLoader: Missing coordIndex.' );
 
- 				return new BufferGeometry(); // handle VRML files with incomplete geometry definition
 
- 			}
 
- 			const triangulatedCoordIndex = triangulateFaceIndex( coordIndex, ccw );
 
- 			let colorAttribute;
 
- 			let normalAttribute;
 
- 			let uvAttribute;
 
- 			if ( color ) {
 
- 				if ( colorPerVertex === true ) {
 
- 					if ( colorIndex && colorIndex.length > 0 ) {
 
- 						// if the colorIndex field is not empty, then it is used to choose colors for each vertex of the IndexedFaceSet.
 
- 						const triangulatedColorIndex = triangulateFaceIndex( colorIndex, ccw );
 
- 						colorAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedColorIndex, color, 3 );
 
- 					} else {
 
- 						// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node
 
- 						colorAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( color, 3 ) );
 
- 					}
 
- 				} else {
 
- 					if ( colorIndex && colorIndex.length > 0 ) {
 
- 						// if the colorIndex field is not empty, then they are used to choose one color for each face of the IndexedFaceSet
 
- 						const flattenFaceColors = flattenData( color, colorIndex );
 
- 						const triangulatedFaceColors = triangulateFaceData( flattenFaceColors, coordIndex );
 
- 						colorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors );
 
- 					} else {
 
- 						// if the colorIndex field is empty, then the color are applied to each face of the IndexedFaceSet in order
 
- 						const triangulatedFaceColors = triangulateFaceData( color, coordIndex );
 
- 						colorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors );
 
- 					}
 
- 				}
 
- 			}
 
- 			if ( normal ) {
 
- 				if ( normalPerVertex === true ) {
 
- 					// consider vertex normals
 
- 					if ( normalIndex && normalIndex.length > 0 ) {
 
- 						// if the normalIndex field is not empty, then it is used to choose normals for each vertex of the IndexedFaceSet.
 
- 						const triangulatedNormalIndex = triangulateFaceIndex( normalIndex, ccw );
 
- 						normalAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedNormalIndex, normal, 3 );
 
- 					} else {
 
- 						// if the normalIndex field is empty, then the coordIndex field is used to choose normals from the Normal node
 
- 						normalAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( normal, 3 ) );
 
- 					}
 
- 				} else {
 
- 					// consider face normals
 
- 					if ( normalIndex && normalIndex.length > 0 ) {
 
- 						// if the normalIndex field is not empty, then they are used to choose one normal for each face of the IndexedFaceSet
 
- 						const flattenFaceNormals = flattenData( normal, normalIndex );
 
- 						const triangulatedFaceNormals = triangulateFaceData( flattenFaceNormals, coordIndex );
 
- 						normalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals );
 
- 					} else {
 
- 						// if the normalIndex field is empty, then the normals are applied to each face of the IndexedFaceSet in order
 
- 						const triangulatedFaceNormals = triangulateFaceData( normal, coordIndex );
 
- 						normalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals );
 
- 					}
 
- 				}
 
- 			} else {
 
- 				// if the normal field is NULL, then the loader should automatically generate normals, using creaseAngle to determine if and how normals are smoothed across shared vertices
 
- 				normalAttribute = computeNormalAttribute( triangulatedCoordIndex, coord, creaseAngle );
 
- 			}
 
- 			if ( texCoord ) {
 
- 				// texture coordinates are always defined on vertex level
 
- 				if ( texCoordIndex && texCoordIndex.length > 0 ) {
 
- 					// if the texCoordIndex field is not empty, then it is used to choose texture coordinates for each vertex of the IndexedFaceSet.
 
- 					const triangulatedTexCoordIndex = triangulateFaceIndex( texCoordIndex, ccw );
 
- 					uvAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedTexCoordIndex, texCoord, 2 );
 
- 				} else {
 
- 					// if the texCoordIndex field is empty, then the coordIndex array is used to choose texture coordinates from the TextureCoordinate node
 
- 					uvAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( texCoord, 2 ) );
 
- 				}
 
- 			}
 
- 			const geometry = new BufferGeometry();
 
- 			const positionAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( coord, 3 ) );
 
- 			geometry.setAttribute( 'position', positionAttribute );
 
- 			geometry.setAttribute( 'normal', normalAttribute );
 
- 			// optional attributes
 
- 			if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );
 
- 			if ( uvAttribute ) geometry.setAttribute( 'uv', uvAttribute );
 
- 			// "solid" influences the material so let's store it for later use
 
- 			geometry._solid = solid;
 
- 			geometry._type = 'mesh';
 
- 			return geometry;
 
- 		}
 
- 		function buildIndexedLineSetNode( node ) {
 
- 			let color, coord;
 
- 			let colorIndex, coordIndex;
 
- 			let colorPerVertex = true;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'color':
 
- 						const colorNode = fieldValues[ 0 ];
 
- 						if ( colorNode !== null ) {
 
- 							color = getNode( colorNode );
 
- 						}
 
- 						break;
 
- 					case 'coord':
 
- 						const coordNode = fieldValues[ 0 ];
 
- 						if ( coordNode !== null ) {
 
- 							coord = getNode( coordNode );
 
- 						}
 
- 						break;
 
- 					case 'colorIndex':
 
- 						colorIndex = fieldValues;
 
- 						break;
 
- 					case 'colorPerVertex':
 
- 						colorPerVertex = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'coordIndex':
 
- 						coordIndex = fieldValues;
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			// build lines
 
- 			let colorAttribute;
 
- 			const expandedLineIndex = expandLineIndex( coordIndex ); // create an index for three.js's linesegment primitive
 
- 			if ( color ) {
 
- 				if ( colorPerVertex === true ) {
 
- 					if ( colorIndex.length > 0 ) {
 
- 						// if the colorIndex field is not empty, then one color is used for each polyline of the IndexedLineSet.
 
- 						const expandedColorIndex = expandLineIndex( colorIndex ); // compute colors for each line segment (rendering primitve)
 
- 						colorAttribute = computeAttributeFromIndexedData( expandedLineIndex, expandedColorIndex, color, 3 ); // compute data on vertex level
 
- 					} else {
 
- 						// if the colorIndex field is empty, then the colors are applied to each polyline of the IndexedLineSet in order.
 
- 						colorAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( color, 3 ) );
 
- 					}
 
- 				} else {
 
- 					if ( colorIndex.length > 0 ) {
 
- 						// if the colorIndex field is not empty, then colors are applied to each vertex of the IndexedLineSet
 
- 						const flattenLineColors = flattenData( color, colorIndex ); // compute colors for each VRML primitve
 
- 						const expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitve)
 
- 						colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level
 
- 					} else {
 
- 						// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node
 
- 						const expandedLineColors = expandLineData( color, coordIndex ); // compute colors for each line segment (rendering primitve)
 
- 						colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level
 
- 					}
 
- 				}
 
- 			}
 
- 			//
 
- 			const geometry = new BufferGeometry();
 
- 			const positionAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( coord, 3 ) );
 
- 			geometry.setAttribute( 'position', positionAttribute );
 
- 			if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );
 
- 			geometry._type = 'line';
 
- 			return geometry;
 
- 		}
 
- 		function buildPointSetNode( node ) {
 
- 			let color, coord;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'color':
 
- 						const colorNode = fieldValues[ 0 ];
 
- 						if ( colorNode !== null ) {
 
- 							color = getNode( colorNode );
 
- 						}
 
- 						break;
 
- 					case 'coord':
 
- 						const coordNode = fieldValues[ 0 ];
 
- 						if ( coordNode !== null ) {
 
- 							coord = getNode( coordNode );
 
- 						}
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			const geometry = new BufferGeometry();
 
- 			geometry.setAttribute( 'position', new Float32BufferAttribute( coord, 3 ) );
 
- 			if ( color ) geometry.setAttribute( 'color', new Float32BufferAttribute( color, 3 ) );
 
- 			geometry._type = 'points';
 
- 			return geometry;
 
- 		}
 
- 		function buildBoxNode( node ) {
 
- 			const size = new Vector3( 2, 2, 2 );
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'size':
 
- 						size.x = fieldValues[ 0 ];
 
- 						size.y = fieldValues[ 1 ];
 
- 						size.z = fieldValues[ 2 ];
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			const geometry = new BoxGeometry( size.x, size.y, size.z );
 
- 			return geometry;
 
- 		}
 
- 		function buildConeNode( node ) {
 
- 			let radius = 1, height = 2, openEnded = false;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'bottom':
 
- 						openEnded = ! fieldValues[ 0 ];
 
- 						break;
 
- 					case 'bottomRadius':
 
- 						radius = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'height':
 
- 						height = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'side':
 
- 						// field not supported
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			const geometry = new ConeGeometry( radius, height, 16, 1, openEnded );
 
- 			return geometry;
 
- 		}
 
- 		function buildCylinderNode( node ) {
 
- 			let radius = 1, height = 2;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'bottom':
 
- 						// field not supported
 
- 						break;
 
- 					case 'radius':
 
- 						radius = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'height':
 
- 						height = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'side':
 
- 						// field not supported
 
- 						break;
 
- 					case 'top':
 
- 						// field not supported
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			const geometry = new CylinderGeometry( radius, radius, height, 16, 1 );
 
- 			return geometry;
 
- 		}
 
- 		function buildSphereNode( node ) {
 
- 			let radius = 1;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'radius':
 
- 						radius = fieldValues[ 0 ];
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			const geometry = new SphereGeometry( radius, 16, 16 );
 
- 			return geometry;
 
- 		}
 
- 		function buildElevationGridNode( node ) {
 
- 			let color;
 
- 			let normal;
 
- 			let texCoord;
 
- 			let height;
 
- 			let colorPerVertex = true;
 
- 			let normalPerVertex = true;
 
- 			let solid = true;
 
- 			let ccw = true;
 
- 			let creaseAngle = 0;
 
- 			let xDimension = 2;
 
- 			let zDimension = 2;
 
- 			let xSpacing = 1;
 
- 			let zSpacing = 1;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'color':
 
- 						const colorNode = fieldValues[ 0 ];
 
- 						if ( colorNode !== null ) {
 
- 							color = getNode( colorNode );
 
- 						}
 
- 						break;
 
- 					case 'normal':
 
- 						const normalNode = fieldValues[ 0 ];
 
- 						if ( normalNode !== null ) {
 
- 							normal = getNode( normalNode );
 
- 						}
 
- 						break;
 
- 					case 'texCoord':
 
- 						const texCoordNode = fieldValues[ 0 ];
 
- 						if ( texCoordNode !== null ) {
 
- 							texCoord = getNode( texCoordNode );
 
- 						}
 
- 						break;
 
- 					case 'height':
 
- 						height = fieldValues;
 
- 						break;
 
- 					case 'ccw':
 
- 						ccw = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'colorPerVertex':
 
- 						colorPerVertex = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'creaseAngle':
 
- 						creaseAngle = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'normalPerVertex':
 
- 						normalPerVertex = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'solid':
 
- 						solid = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'xDimension':
 
- 						xDimension = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'xSpacing':
 
- 						xSpacing = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'zDimension':
 
- 						zDimension = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'zSpacing':
 
- 						zSpacing = fieldValues[ 0 ];
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			// vertex data
 
- 			const vertices = [];
 
- 			const normals = [];
 
- 			const colors = [];
 
- 			const uvs = [];
 
- 			for ( let i = 0; i < zDimension; i ++ ) {
 
- 				for ( let j = 0; j < xDimension; j ++ ) {
 
- 					// compute a row major index
 
- 					const index = ( i * xDimension ) + j;
 
- 					// vertices
 
- 					const x = xSpacing * i;
 
- 					const y = height[ index ];
 
- 					const z = zSpacing * j;
 
- 					vertices.push( x, y, z );
 
- 					// colors
 
- 					if ( color && colorPerVertex === true ) {
 
- 						const r = color[ index * 3 + 0 ];
 
- 						const g = color[ index * 3 + 1 ];
 
- 						const b = color[ index * 3 + 2 ];
 
- 						colors.push( r, g, b );
 
- 					}
 
- 					// normals
 
- 					if ( normal && normalPerVertex === true ) {
 
- 						const xn = normal[ index * 3 + 0 ];
 
- 						const yn = normal[ index * 3 + 1 ];
 
- 						const zn = normal[ index * 3 + 2 ];
 
- 						normals.push( xn, yn, zn );
 
- 					}
 
- 					// uvs
 
- 					if ( texCoord ) {
 
- 						const s = texCoord[ index * 2 + 0 ];
 
- 						const t = texCoord[ index * 2 + 1 ];
 
- 						uvs.push( s, t );
 
- 					} else {
 
- 						uvs.push( i / ( xDimension - 1 ), j / ( zDimension - 1 ) );
 
- 					}
 
- 				}
 
- 			}
 
- 			// indices
 
- 			const indices = [];
 
- 			for ( let i = 0; i < xDimension - 1; i ++ ) {
 
- 				for ( let j = 0; j < zDimension - 1; j ++ ) {
 
- 					// from https://tecfa.unige.ch/guides/vrml/vrml97/spec/part1/nodesRef.html#ElevationGrid
 
- 					const a = i + j * xDimension;
 
- 					const b = i + ( j + 1 ) * xDimension;
 
- 					const c = ( i + 1 ) + ( j + 1 ) * xDimension;
 
- 					const d = ( i + 1 ) + j * xDimension;
 
- 					// faces
 
- 					if ( ccw === true ) {
 
- 						indices.push( a, c, b );
 
- 						indices.push( c, a, d );
 
- 					} else {
 
- 						indices.push( a, b, c );
 
- 						indices.push( c, d, a );
 
- 					}
 
- 				}
 
- 			}
 
- 			//
 
- 			const positionAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( vertices, 3 ) );
 
- 			const uvAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( uvs, 2 ) );
 
- 			let colorAttribute;
 
- 			let normalAttribute;
 
- 			// color attribute
 
- 			if ( color ) {
 
- 				if ( colorPerVertex === false ) {
 
- 					for ( let i = 0; i < xDimension - 1; i ++ ) {
 
- 						for ( let j = 0; j < zDimension - 1; j ++ ) {
 
- 							const index = i + j * ( xDimension - 1 );
 
- 							const r = color[ index * 3 + 0 ];
 
- 							const g = color[ index * 3 + 1 ];
 
- 							const b = color[ index * 3 + 2 ];
 
- 							// one color per quad
 
- 							colors.push( r, g, b ); colors.push( r, g, b ); colors.push( r, g, b );
 
- 							colors.push( r, g, b ); colors.push( r, g, b ); colors.push( r, g, b );
 
- 						}
 
- 					}
 
- 					colorAttribute = new Float32BufferAttribute( colors, 3 );
 
- 				} else {
 
- 					colorAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( colors, 3 ) );
 
- 				}
 
- 			}
 
- 			// normal attribute
 
- 			if ( normal ) {
 
- 				if ( normalPerVertex === false ) {
 
- 					for ( let i = 0; i < xDimension - 1; i ++ ) {
 
- 						for ( let j = 0; j < zDimension - 1; j ++ ) {
 
- 							const index = i + j * ( xDimension - 1 );
 
- 							const xn = normal[ index * 3 + 0 ];
 
- 							const yn = normal[ index * 3 + 1 ];
 
- 							const zn = normal[ index * 3 + 2 ];
 
- 							// one normal per quad
 
- 							normals.push( xn, yn, zn ); normals.push( xn, yn, zn ); normals.push( xn, yn, zn );
 
- 							normals.push( xn, yn, zn ); normals.push( xn, yn, zn ); normals.push( xn, yn, zn );
 
- 						}
 
- 					}
 
- 					normalAttribute = new Float32BufferAttribute( normals, 3 );
 
- 				} else {
 
- 					normalAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( normals, 3 ) );
 
- 				}
 
- 			} else {
 
- 				normalAttribute = computeNormalAttribute( indices, vertices, creaseAngle );
 
- 			}
 
- 			// build geometry
 
- 			const geometry = new BufferGeometry();
 
- 			geometry.setAttribute( 'position', positionAttribute );
 
- 			geometry.setAttribute( 'normal', normalAttribute );
 
- 			geometry.setAttribute( 'uv', uvAttribute );
 
- 			if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );
 
- 			// "solid" influences the material so let's store it for later use
 
- 			geometry._solid = solid;
 
- 			geometry._type = 'mesh';
 
- 			return geometry;
 
- 		}
 
- 		function buildExtrusionNode( node ) {
 
- 			let crossSection = [ 1, 1, 1, - 1, - 1, - 1, - 1, 1, 1, 1 ];
 
- 			let spine = [ 0, 0, 0, 0, 1, 0 ];
 
- 			let scale;
 
- 			let orientation;
 
- 			let beginCap = true;
 
- 			let ccw = true;
 
- 			let creaseAngle = 0;
 
- 			let endCap = true;
 
- 			let solid = true;
 
- 			const fields = node.fields;
 
- 			for ( let i = 0, l = fields.length; i < l; i ++ ) {
 
- 				const field = fields[ i ];
 
- 				const fieldName = field.name;
 
- 				const fieldValues = field.values;
 
- 				switch ( fieldName ) {
 
- 					case 'beginCap':
 
- 						beginCap = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'ccw':
 
- 						ccw = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'convex':
 
- 						// field not supported
 
- 						break;
 
- 					case 'creaseAngle':
 
- 						creaseAngle = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'crossSection':
 
- 						crossSection = fieldValues;
 
- 						break;
 
- 					case 'endCap':
 
- 						endCap = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'orientation':
 
- 						orientation = fieldValues;
 
- 						break;
 
- 					case 'scale':
 
- 						scale = fieldValues;
 
- 						break;
 
- 					case 'solid':
 
- 						solid = fieldValues[ 0 ];
 
- 						break;
 
- 					case 'spine':
 
- 						spine = fieldValues; // only extrusion along the Y-axis are supported so far
 
- 						break;
 
- 					default:
 
- 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
 
- 						break;
 
- 				}
 
- 			}
 
- 			const crossSectionClosed = ( crossSection[ 0 ] === crossSection[ crossSection.length - 2 ] && crossSection[ 1 ] === crossSection[ crossSection.length - 1 ] );
 
- 			// vertices
 
- 			const vertices = [];
 
- 			const spineVector = new Vector3();
 
- 			const scaling = new Vector3();
 
- 			const axis = new Vector3();
 
- 			const vertex = new Vector3();
 
- 			const quaternion = new Quaternion();
 
- 			for ( let i = 0, j = 0, o = 0, il = spine.length; i < il; i += 3, j += 2, o += 4 ) {
 
- 				spineVector.fromArray( spine, i );
 
- 				scaling.x = scale ? scale[ j + 0 ] : 1;
 
- 				scaling.y = 1;
 
- 				scaling.z = scale ? scale[ j + 1 ] : 1;
 
- 				axis.x = orientation ? orientation[ o + 0 ] : 0;
 
- 				axis.y = orientation ? orientation[ o + 1 ] : 0;
 
- 				axis.z = orientation ? orientation[ o + 2 ] : 1;
 
- 				const angle = orientation ? orientation[ o + 3 ] : 0;
 
- 				for ( let k = 0, kl = crossSection.length; k < kl; k += 2 ) {
 
- 					vertex.x = crossSection[ k + 0 ];
 
- 					vertex.y = 0;
 
- 					vertex.z = crossSection[ k + 1 ];
 
- 					// scale
 
- 					vertex.multiply( scaling );
 
- 					// rotate
 
- 					quaternion.setFromAxisAngle( axis, angle );
 
- 					vertex.applyQuaternion( quaternion );
 
- 					// translate
 
- 					vertex.add( spineVector );
 
- 					vertices.push( vertex.x, vertex.y, vertex.z );
 
- 				}
 
- 			}
 
- 			// indices
 
- 			const indices = [];
 
- 			const spineCount = spine.length / 3;
 
- 			const crossSectionCount = crossSection.length / 2;
 
- 			for ( let i = 0; i < spineCount - 1; i ++ ) {
 
- 				for ( let j = 0; j < crossSectionCount - 1; j ++ ) {
 
- 					const a = j + i * crossSectionCount;
 
- 					let b = ( j + 1 ) + i * crossSectionCount;
 
- 					const c = j + ( i + 1 ) * crossSectionCount;
 
- 					let d = ( j + 1 ) + ( i + 1 ) * crossSectionCount;
 
- 					if ( ( j === crossSectionCount - 2 ) && ( crossSectionClosed === true ) ) {
 
- 						b = i * crossSectionCount;
 
- 						d = ( i + 1 ) * crossSectionCount;
 
- 					}
 
- 					if ( ccw === true ) {
 
- 						indices.push( a, b, c );
 
- 						indices.push( c, b, d );
 
- 					} else {
 
- 						indices.push( a, c, b );
 
- 						indices.push( c, d, b );
 
- 					}
 
- 				}
 
- 			}
 
- 			// triangulate cap
 
- 			if ( beginCap === true || endCap === true ) {
 
- 				const contour = [];
 
- 				for ( let i = 0, l = crossSection.length; i < l; i += 2 ) {
 
- 					contour.push( new Vector2( crossSection[ i ], crossSection[ i + 1 ] ) );
 
- 				}
 
- 				const faces = ShapeUtils.triangulateShape( contour, [] );
 
- 				const capIndices = [];
 
- 				for ( let i = 0, l = faces.length; i < l; i ++ ) {
 
- 					const face = faces[ i ];
 
- 					capIndices.push( face[ 0 ], face[ 1 ], face[ 2 ] );
 
- 				}
 
- 				// begin cap
 
- 				if ( beginCap === true ) {
 
- 					for ( let i = 0, l = capIndices.length; i < l; i += 3 ) {
 
- 						if ( ccw === true ) {
 
- 							indices.push( capIndices[ i + 0 ], capIndices[ i + 1 ], capIndices[ i + 2 ] );
 
- 						} else {
 
- 							indices.push( capIndices[ i + 0 ], capIndices[ i + 2 ], capIndices[ i + 1 ] );
 
- 						}
 
- 					}
 
- 				}
 
- 				// end cap
 
- 				if ( endCap === true ) {
 
- 					const indexOffset = crossSectionCount * ( spineCount - 1 ); // references to the first vertex of the last cross section
 
- 					for ( let i = 0, l = capIndices.length; i < l; i += 3 ) {
 
- 						if ( ccw === true ) {
 
- 							indices.push( indexOffset + capIndices[ i + 0 ], indexOffset + capIndices[ i + 2 ], indexOffset + capIndices[ i + 1 ] );
 
- 						} else {
 
- 							indices.push( indexOffset + capIndices[ i + 0 ], indexOffset + capIndices[ i + 1 ], indexOffset + capIndices[ i + 2 ] );
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 			const positionAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( vertices, 3 ) );
 
- 			const normalAttribute = computeNormalAttribute( indices, vertices, creaseAngle );
 
- 			const geometry = new BufferGeometry();
 
- 			geometry.setAttribute( 'position', positionAttribute );
 
- 			geometry.setAttribute( 'normal', normalAttribute );
 
- 			// no uvs yet
 
- 			// "solid" influences the material so let's store it for later use
 
- 			geometry._solid = solid;
 
- 			geometry._type = 'mesh';
 
- 			return geometry;
 
- 		}
 
- 		// helper functions
 
- 		function resolveUSE( identifier ) {
 
- 			const node = nodeMap[ identifier ];
 
- 			const build = getNode( node );
 
- 			// because the same 3D objects can have different transformations, it's necessary to clone them.
 
- 			// materials can be influenced by the geometry (e.g. vertex normals). cloning is necessary to avoid
 
- 			// any side effects
 
- 			return ( build.isObject3D || build.isMaterial ) ? build.clone() : build;
 
- 		}
 
- 		function parseFieldChildren( children, owner ) {
 
- 			for ( let i = 0, l = children.length; i < l; i ++ ) {
 
- 				const object = getNode( children[ i ] );
 
- 				if ( object instanceof Object3D ) owner.add( object );
 
- 			}
 
- 		}
 
- 		function triangulateFaceIndex( index, ccw ) {
 
- 			const indices = [];
 
- 			// since face defintions can have more than three vertices, it's necessary to
 
- 			// perform a simple triangulation
 
- 			let start = 0;
 
- 			for ( let i = 0, l = index.length; i < l; i ++ ) {
 
- 				const i1 = index[ start ];
 
- 				const i2 = index[ i + ( ccw ? 1 : 2 ) ];
 
- 				const i3 = index[ i + ( ccw ? 2 : 1 ) ];
 
- 				indices.push( i1, i2, i3 );
 
- 				// an index of -1 indicates that the current face has ended and the next one begins
 
- 				if ( index[ i + 3 ] === - 1 || i + 3 >= l ) {
 
- 					i += 3;
 
- 					start = i + 1;
 
- 				}
 
- 			}
 
- 			return indices;
 
- 		}
 
- 		function triangulateFaceData( data, index ) {
 
- 			const triangulatedData = [];
 
- 			let start = 0;
 
- 			for ( let i = 0, l = index.length; i < l; i ++ ) {
 
- 				const stride = start * 3;
 
- 				const x = data[ stride ];
 
- 				const y = data[ stride + 1 ];
 
- 				const z = data[ stride + 2 ];
 
- 				triangulatedData.push( x, y, z );
 
- 				// an index of -1 indicates that the current face has ended and the next one begins
 
- 				if ( index[ i + 3 ] === - 1 || i + 3 >= l ) {
 
- 					i += 3;
 
- 					start ++;
 
- 				}
 
- 			}
 
- 			return triangulatedData;
 
- 		}
 
- 		function flattenData( data, index ) {
 
- 			const flattenData = [];
 
- 			for ( let i = 0, l = index.length; i < l; i ++ ) {
 
- 				const i1 = index[ i ];
 
- 				const stride = i1 * 3;
 
- 				const x = data[ stride ];
 
- 				const y = data[ stride + 1 ];
 
- 				const z = data[ stride + 2 ];
 
- 				flattenData.push( x, y, z );
 
- 			}
 
- 			return flattenData;
 
- 		}
 
- 		function expandLineIndex( index ) {
 
- 			const indices = [];
 
- 			for ( let i = 0, l = index.length; i < l; i ++ ) {
 
- 				const i1 = index[ i ];
 
- 				const i2 = index[ i + 1 ];
 
- 				indices.push( i1, i2 );
 
- 				// an index of -1 indicates that the current line has ended and the next one begins
 
- 				if ( index[ i + 2 ] === - 1 || i + 2 >= l ) {
 
- 					i += 2;
 
- 				}
 
- 			}
 
- 			return indices;
 
- 		}
 
- 		function expandLineData( data, index ) {
 
- 			const triangulatedData = [];
 
- 			let start = 0;
 
- 			for ( let i = 0, l = index.length; i < l; i ++ ) {
 
- 				const stride = start * 3;
 
- 				const x = data[ stride ];
 
- 				const y = data[ stride + 1 ];
 
- 				const z = data[ stride + 2 ];
 
- 				triangulatedData.push( x, y, z );
 
- 				// an index of -1 indicates that the current line has ended and the next one begins
 
- 				if ( index[ i + 2 ] === - 1 || i + 2 >= l ) {
 
- 					i += 2;
 
- 					start ++;
 
- 				}
 
- 			}
 
- 			return triangulatedData;
 
- 		}
 
- 		const vA = new Vector3();
 
- 		const vB = new Vector3();
 
- 		const vC = new Vector3();
 
- 		const uvA = new Vector2();
 
- 		const uvB = new Vector2();
 
- 		const uvC = new Vector2();
 
- 		function computeAttributeFromIndexedData( coordIndex, index, data, itemSize ) {
 
- 			const array = [];
 
- 			// we use the coordIndex.length as delimiter since normalIndex must contain at least as many indices
 
- 			for ( let i = 0, l = coordIndex.length; i < l; i += 3 ) {
 
- 				const a = index[ i ];
 
- 				const b = index[ i + 1 ];
 
- 				const c = index[ i + 2 ];
 
- 				if ( itemSize === 2 ) {
 
- 					uvA.fromArray( data, a * itemSize );
 
- 					uvB.fromArray( data, b * itemSize );
 
- 					uvC.fromArray( data, c * itemSize );
 
- 					array.push( uvA.x, uvA.y );
 
- 					array.push( uvB.x, uvB.y );
 
- 					array.push( uvC.x, uvC.y );
 
- 				} else {
 
- 					vA.fromArray( data, a * itemSize );
 
- 					vB.fromArray( data, b * itemSize );
 
- 					vC.fromArray( data, c * itemSize );
 
- 					array.push( vA.x, vA.y, vA.z );
 
- 					array.push( vB.x, vB.y, vB.z );
 
- 					array.push( vC.x, vC.y, vC.z );
 
- 				}
 
- 			}
 
- 			return new Float32BufferAttribute( array, itemSize );
 
- 		}
 
- 		function computeAttributeFromFaceData( index, faceData ) {
 
- 			const array = [];
 
- 			for ( let i = 0, j = 0, l = index.length; i < l; i += 3, j ++ ) {
 
- 				vA.fromArray( faceData, j * 3 );
 
- 				array.push( vA.x, vA.y, vA.z );
 
- 				array.push( vA.x, vA.y, vA.z );
 
- 				array.push( vA.x, vA.y, vA.z );
 
- 			}
 
- 			return new Float32BufferAttribute( array, 3 );
 
- 		}
 
- 		function computeAttributeFromLineData( index, lineData ) {
 
- 			const array = [];
 
- 			for ( let i = 0, j = 0, l = index.length; i < l; i += 2, j ++ ) {
 
- 				vA.fromArray( lineData, j * 3 );
 
- 				array.push( vA.x, vA.y, vA.z );
 
- 				array.push( vA.x, vA.y, vA.z );
 
- 			}
 
- 			return new Float32BufferAttribute( array, 3 );
 
- 		}
 
- 		function toNonIndexedAttribute( indices, attribute ) {
 
- 			const array = attribute.array;
 
- 			const itemSize = attribute.itemSize;
 
- 			const array2 = new array.constructor( indices.length * itemSize );
 
- 			let index = 0, index2 = 0;
 
- 			for ( let i = 0, l = indices.length; i < l; i ++ ) {
 
- 				index = indices[ i ] * itemSize;
 
- 				for ( let j = 0; j < itemSize; j ++ ) {
 
- 					array2[ index2 ++ ] = array[ index ++ ];
 
- 				}
 
- 			}
 
- 			return new Float32BufferAttribute( array2, itemSize );
 
- 		}
 
- 		const ab = new Vector3();
 
- 		const cb = new Vector3();
 
- 		function computeNormalAttribute( index, coord, creaseAngle ) {
 
- 			const faces = [];
 
- 			const vertexNormals = {};
 
- 			// prepare face and raw vertex normals
 
- 			for ( let i = 0, l = index.length; i < l; i += 3 ) {
 
- 				const a = index[ i ];
 
- 				const b = index[ i + 1 ];
 
- 				const c = index[ i + 2 ];
 
- 				const face = new Face( a, b, c );
 
- 				vA.fromArray( coord, a * 3 );
 
- 				vB.fromArray( coord, b * 3 );
 
- 				vC.fromArray( coord, c * 3 );
 
- 				cb.subVectors( vC, vB );
 
- 				ab.subVectors( vA, vB );
 
- 				cb.cross( ab );
 
- 				cb.normalize();
 
- 				face.normal.copy( cb );
 
- 				if ( vertexNormals[ a ] === undefined ) vertexNormals[ a ] = [];
 
- 				if ( vertexNormals[ b ] === undefined ) vertexNormals[ b ] = [];
 
- 				if ( vertexNormals[ c ] === undefined ) vertexNormals[ c ] = [];
 
- 				vertexNormals[ a ].push( face.normal );
 
- 				vertexNormals[ b ].push( face.normal );
 
- 				vertexNormals[ c ].push( face.normal );
 
- 				faces.push( face );
 
- 			}
 
- 			// compute vertex normals and build final geometry
 
- 			const normals = [];
 
- 			for ( let i = 0, l = faces.length; i < l; i ++ ) {
 
- 				const face = faces[ i ];
 
- 				const nA = weightedNormal( vertexNormals[ face.a ], face.normal, creaseAngle );
 
- 				const nB = weightedNormal( vertexNormals[ face.b ], face.normal, creaseAngle );
 
- 				const nC = weightedNormal( vertexNormals[ face.c ], face.normal, creaseAngle );
 
- 				vA.fromArray( coord, face.a * 3 );
 
- 				vB.fromArray( coord, face.b * 3 );
 
- 				vC.fromArray( coord, face.c * 3 );
 
- 				normals.push( nA.x, nA.y, nA.z );
 
- 				normals.push( nB.x, nB.y, nB.z );
 
- 				normals.push( nC.x, nC.y, nC.z );
 
- 			}
 
- 			return new Float32BufferAttribute( normals, 3 );
 
- 		}
 
- 		function weightedNormal( normals, vector, creaseAngle ) {
 
- 			const normal = new Vector3();
 
- 			if ( creaseAngle === 0 ) {
 
- 				normal.copy( vector );
 
- 			} else {
 
- 				for ( let i = 0, l = normals.length; i < l; i ++ ) {
 
- 					if ( normals[ i ].angleTo( vector ) < creaseAngle ) {
 
- 						normal.add( normals[ i ] );
 
- 					}
 
- 				}
 
- 			}
 
- 			return normal.normalize();
 
- 		}
 
- 		function toColorArray( colors ) {
 
- 			const array = [];
 
- 			for ( let i = 0, l = colors.length; i < l; i += 3 ) {
 
- 				array.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
 
- 			}
 
- 			return array;
 
- 		}
 
- 		/**
 
- 		 * Vertically paints the faces interpolating between the
 
- 		 * specified colors at the specified angels. This is used for the Background
 
- 		 * node, but could be applied to other nodes with multiple faces as well.
 
- 		 *
 
- 		 * When used with the Background node, default is directionIsDown is true if
 
- 		 * interpolating the skyColor down from the Zenith. When interpolationg up from
 
- 		 * the Nadir i.e. interpolating the groundColor, the directionIsDown is false.
 
- 		 *
 
- 		 * The first angle is never specified, it is the Zenith (0 rad). Angles are specified
 
- 		 * in radians. The geometry is thought a sphere, but could be anything. The color interpolation
 
- 		 * is linear along the Y axis in any case.
 
- 		 *
 
- 		 * You must specify one more color than you have angles at the beginning of the colors array.
 
- 		 * This is the color of the Zenith (the top of the shape).
 
- 		 *
 
- 		 * @param {BufferGeometry} geometry
 
- 		 * @param {number} radius
 
- 		 * @param {array} angles
 
- 		 * @param {array} colors
 
- 		 * @param {boolean} topDown - Whether to work top down or bottom up.
 
- 		 */
 
- 		function paintFaces( geometry, radius, angles, colors, topDown ) {
 
- 			// compute threshold values
 
- 			const thresholds = [];
 
- 			const startAngle = ( topDown === true ) ? 0 : Math.PI;
 
- 			for ( let i = 0, l = colors.length; i < l; i ++ ) {
 
- 				let angle = ( i === 0 ) ? 0 : angles[ i - 1 ];
 
- 				angle = ( topDown === true ) ? angle : ( startAngle - angle );
 
- 				const point = new Vector3();
 
- 				point.setFromSphericalCoords( radius, angle, 0 );
 
- 				thresholds.push( point );
 
- 			}
 
- 			// generate vertex colors
 
- 			const indices = geometry.index;
 
- 			const positionAttribute = geometry.attributes.position;
 
- 			const colorAttribute = new BufferAttribute( new Float32Array( geometry.attributes.position.count * 3 ), 3 );
 
- 			const position = new Vector3();
 
- 			const color = new Color();
 
- 			for ( let i = 0; i < indices.count; i ++ ) {
 
- 				const index = indices.getX( i );
 
- 				position.fromBufferAttribute( positionAttribute, index );
 
- 				let thresholdIndexA, thresholdIndexB;
 
- 				let t = 1;
 
- 				for ( let j = 1; j < thresholds.length; j ++ ) {
 
- 					thresholdIndexA = j - 1;
 
- 					thresholdIndexB = j;
 
- 					const thresholdA = thresholds[ thresholdIndexA ];
 
- 					const thresholdB = thresholds[ thresholdIndexB ];
 
- 					if ( topDown === true ) {
 
- 						// interpolation for sky color
 
- 						if ( position.y <= thresholdA.y && position.y > thresholdB.y ) {
 
- 							t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );
 
- 							break;
 
- 						}
 
- 					} else {
 
- 						// interpolation for ground color
 
- 						if ( position.y >= thresholdA.y && position.y < thresholdB.y ) {
 
- 							t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				const colorA = colors[ thresholdIndexA ];
 
- 				const colorB = colors[ thresholdIndexB ];
 
- 				color.copy( colorA ).lerp( colorB, t );
 
- 				colorAttribute.setXYZ( index, color.r, color.g, color.b );
 
- 			}
 
- 			geometry.setAttribute( 'color', colorAttribute );
 
- 		}
 
- 		//
 
- 		const textureLoader = new TextureLoader( this.manager );
 
- 		textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
 
- 		// check version (only 2.0 is supported)
 
- 		if ( data.indexOf( '#VRML V2.0' ) === - 1 ) {
 
- 			throw Error( 'THREE.VRMLLexer: Version of VRML asset not supported.' );
 
- 		}
 
- 		// create JSON representing the tree structure of the VRML asset
 
- 		const tree = generateVRMLTree( data );
 
- 		// parse the tree structure to a three.js scene
 
- 		const scene = parseTree( tree );
 
- 		return scene;
 
- 	}
 
- }
 
- class VRMLLexer {
 
- 	constructor( tokens ) {
 
- 		this.lexer = new chevrotain.Lexer( tokens ); // eslint-disable-line no-undef
 
- 	}
 
- 	lex( inputText ) {
 
- 		const lexingResult = this.lexer.tokenize( inputText );
 
- 		if ( lexingResult.errors.length > 0 ) {
 
- 			console.error( lexingResult.errors );
 
- 			throw Error( 'THREE.VRMLLexer: Lexing errors detected.' );
 
- 		}
 
- 		return lexingResult;
 
- 	}
 
- }
 
- const CstParser = chevrotain.CstParser;// eslint-disable-line no-undef
 
- class VRMLParser extends CstParser {
 
- 	constructor( tokenVocabulary ) {
 
- 		super( tokenVocabulary );
 
- 		const $ = this;
 
- 		const Version = tokenVocabulary[ 'Version' ];
 
- 		const LCurly = tokenVocabulary[ 'LCurly' ];
 
- 		const RCurly = tokenVocabulary[ 'RCurly' ];
 
- 		const LSquare = tokenVocabulary[ 'LSquare' ];
 
- 		const RSquare = tokenVocabulary[ 'RSquare' ];
 
- 		const Identifier = tokenVocabulary[ 'Identifier' ];
 
- 		const RouteIdentifier = tokenVocabulary[ 'RouteIdentifier' ];
 
- 		const StringLiteral = tokenVocabulary[ 'StringLiteral' ];
 
- 		const HexLiteral = tokenVocabulary[ 'HexLiteral' ];
 
- 		const NumberLiteral = tokenVocabulary[ 'NumberLiteral' ];
 
- 		const TrueLiteral = tokenVocabulary[ 'TrueLiteral' ];
 
- 		const FalseLiteral = tokenVocabulary[ 'FalseLiteral' ];
 
- 		const NullLiteral = tokenVocabulary[ 'NullLiteral' ];
 
- 		const DEF = tokenVocabulary[ 'DEF' ];
 
- 		const USE = tokenVocabulary[ 'USE' ];
 
- 		const ROUTE = tokenVocabulary[ 'ROUTE' ];
 
- 		const TO = tokenVocabulary[ 'TO' ];
 
- 		const NodeName = tokenVocabulary[ 'NodeName' ];
 
- 		$.RULE( 'vrml', function () {
 
- 			$.SUBRULE( $.version );
 
- 			$.AT_LEAST_ONE( function () {
 
- 				$.SUBRULE( $.node );
 
- 			} );
 
- 			$.MANY( function () {
 
- 				$.SUBRULE( $.route );
 
- 			} );
 
- 		} );
 
- 		$.RULE( 'version', function () {
 
- 			$.CONSUME( Version );
 
- 		} );
 
- 		$.RULE( 'node', function () {
 
- 			$.OPTION( function () {
 
- 				$.SUBRULE( $.def );
 
- 			} );
 
- 			$.CONSUME( NodeName );
 
- 			$.CONSUME( LCurly );
 
- 			$.MANY( function () {
 
- 				$.SUBRULE( $.field );
 
- 			} );
 
- 			$.CONSUME( RCurly );
 
- 		} );
 
- 		$.RULE( 'field', function () {
 
- 			$.CONSUME( Identifier );
 
- 			$.OR2( [
 
- 				{ ALT: function () {
 
- 					$.SUBRULE( $.singleFieldValue );
 
- 				} },
 
- 				{ ALT: function () {
 
- 					$.SUBRULE( $.multiFieldValue );
 
- 				} }
 
- 			] );
 
- 		} );
 
- 		$.RULE( 'def', function () {
 
- 			$.CONSUME( DEF );
 
- 			$.OR( [
 
- 				{ ALT: function () {
 
- 					$.CONSUME( Identifier );
 
- 				} },
 
- 				{ ALT: function () {
 
- 					$.CONSUME( NodeName );
 
- 				} }
 
- 			] );
 
- 		} );
 
- 		$.RULE( 'use', function () {
 
- 			$.CONSUME( USE );
 
- 			$.OR( [
 
- 				{ ALT: function () {
 
- 					$.CONSUME( Identifier );
 
- 				} },
 
- 				{ ALT: function () {
 
- 					$.CONSUME( NodeName );
 
- 				} }
 
- 			] );
 
- 		} );
 
- 		$.RULE( 'singleFieldValue', function () {
 
- 			$.AT_LEAST_ONE( function () {
 
- 				$.OR( [
 
- 					{ ALT: function () {
 
- 						$.SUBRULE( $.node );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.SUBRULE( $.use );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.CONSUME( StringLiteral );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.CONSUME( HexLiteral );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.CONSUME( NumberLiteral );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.CONSUME( TrueLiteral );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.CONSUME( FalseLiteral );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.CONSUME( NullLiteral );
 
- 					} }
 
- 				] );
 
- 			} );
 
- 		} );
 
- 		$.RULE( 'multiFieldValue', function () {
 
- 			$.CONSUME( LSquare );
 
- 			$.MANY( function () {
 
- 				$.OR( [
 
- 					{ ALT: function () {
 
- 						$.SUBRULE( $.node );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.SUBRULE( $.use );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.CONSUME( StringLiteral );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.CONSUME( HexLiteral );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.CONSUME( NumberLiteral );
 
- 					} },
 
- 					{ ALT: function () {
 
- 						$.CONSUME( NullLiteral );
 
- 					} }
 
- 				] );
 
- 			} );
 
- 			$.CONSUME( RSquare );
 
- 		} );
 
- 		$.RULE( 'route', function () {
 
- 			$.CONSUME( ROUTE );
 
- 			$.CONSUME( RouteIdentifier );
 
- 			$.CONSUME( TO );
 
- 			$.CONSUME2( RouteIdentifier );
 
- 		} );
 
- 		this.performSelfAnalysis();
 
- 	}
 
- }
 
- class Face {
 
- 	constructor( a, b, c ) {
 
- 		this.a = a;
 
- 		this.b = b;
 
- 		this.c = c;
 
- 		this.normal = new Vector3();
 
- 	}
 
- }
 
- const TEXTURE_TYPE = {
 
- 	INTENSITY: 1,
 
- 	INTENSITY_ALPHA: 2,
 
- 	RGB: 3,
 
- 	RGBA: 4
 
- };
 
- export { VRMLLoader };
 
 
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