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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-undefclass 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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