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📄 VRMLLoader.js

📊 Analysis Summary

Metric Count
🔧 Functions 97
🧱 Classes 5
📦 Imports 35
📊 Variables & Constants 368

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/loaders/VRMLLoader.js

📦 Imports

Name Source
BackSide three
BoxGeometry three
BufferAttribute three
BufferGeometry three
ClampToEdgeWrapping three
Color three
ColorManagement three
ConeGeometry three
CylinderGeometry three
DataTexture three
DoubleSide three
FileLoader three
Float32BufferAttribute three
FrontSide three
Group three
LineBasicMaterial three
LineSegments three
Loader three
LoaderUtils three
Mesh three
MeshBasicMaterial three
MeshPhongMaterial three
Object3D three
Points three
PointsMaterial three
Quaternion three
RepeatWrapping three
Scene three
ShapeUtils three
SphereGeometry three
SRGBColorSpace three
TextureLoader three
Vector2 three
Vector3 three
chevrotain ../libs/chevrotain.module.min.js

Variables & Constants

Name Type Kind Value Exported
scope this let/var this
path any let/var ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path
loader any let/var new FileLoader( scope.manager )
nodeMap {} let/var {}
lexer VRMLLexer let/var new VRMLLexer( tokenData.tokens )
parser VRMLParser let/var new VRMLParser( tokenData.tokenVocabulary )
createToken any let/var chevrotain.createToken
nodeTypes string[] let/var [ 'Anchor', 'Billboard', 'Collision', 'Group', 'Transform', // grouping nodes...
tokens any[] let/var [ WhiteSpace, // keywords appear before the Identifier NodeName, DEF, USE, RO...
tokenVocabulary {} let/var {}
token any let/var tokens[ i ]
data { version: any; nodes: any[]; routes:... let/var { version: this.visit( ctx.version ), nodes: [], routes: [] }
node any let/var ctx.node[ i ]
route any let/var ctx.route[ i ]
data { name: any; fields: any[]; } let/var { name: ctx.NodeName[ 0 ].image, fields: [] }
field any let/var ctx.field[ i ]
data { name: any; type: any; values: any; } let/var { name: ctx.Identifier[ 0 ].image, type: null, values: null }
result any let/var *not shown*
data { FROM: any; TO: any; } let/var { FROM: ctx.RouteIdentifier[ 0 ].image, TO: ctx.RouteIdentifier[ 1 ].image }
field { type: any; values: any[]; } let/var { type: null, values: [] }
node any let/var ctx.node[ i ]
use any let/var ctx.use[ i ]
stringLiteral any let/var ctx.StringLiteral[ i ]
numberLiteral any let/var ctx.NumberLiteral[ i ]
hexLiteral any let/var ctx.HexLiteral[ i ]
trueLiteral any let/var ctx.TrueLiteral[ i ]
falseLiteral any let/var ctx.FalseLiteral[ i ]
nodes any let/var tree.nodes
scene any let/var new Scene()
node any let/var nodes[ i ]
node any let/var nodes[ i ]
fields any let/var node.fields
field any let/var fields[ i ]
fieldValues any let/var field.values
nodeName any let/var node.name
build any let/var *not shown*
object any let/var new Group()
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
angle any let/var fieldValues[ 3 ]
group any let/var new Group()
groundAngle any let/var *not shown*
groundColor any let/var *not shown*
skyAngle any let/var *not shown*
skyColor any let/var *not shown*
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
radius 10000 let/var 10000
skyGeometry any let/var new SphereGeometry( radius, 32, 16 )
skyMaterial any let/var new MeshBasicMaterial( { fog: false, side: BackSide, depthWrite: false, depth...
sky any let/var new Mesh( skyGeometry, skyMaterial )
groundGeometry any let/var new SphereGeometry( radius, 32, 16, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math...
groundMaterial any let/var new MeshBasicMaterial( { fog: false, side: BackSide, vertexColors: true, dept...
ground any let/var new Mesh( groundGeometry, groundMaterial )
fields any let/var node.fields
material any let/var new MeshBasicMaterial( { name: Loader.DEFAULT_MATERIAL_NAME, color: 0x000000 } )
geometry any let/var *not shown*
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
object any let/var *not shown*
type any let/var geometry._type
pointsMaterial any let/var new PointsMaterial( { name: Loader.DEFAULT_MATERIAL_NAME, color: 0xffffff, op...
lineMaterial any let/var new LineBasicMaterial( { name: Loader.DEFAULT_MATERIAL_NAME, color: 0xffffff,...
material any let/var new MeshPhongMaterial()
transformData any let/var *not shown*
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
textureNode any let/var fieldValues[ 0 ]
materialData { diffuseColor: any; emissiveColor: a... let/var {}
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
value any let/var *not shown*
type any let/var *not shown*
texture any let/var *not shown*
wrapS any let/var RepeatWrapping
wrapT any let/var RepeatWrapping
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
width any let/var fieldValues[ 0 ]
height any let/var fieldValues[ 1 ]
num_components any let/var fieldValues[ 2 ]
data Uint8Array<ArrayBuffer> let/var new Uint8Array( 4 * width * height )
color { r: number; g: number; b: number; a:... let/var { r: 0, g: 0, b: 0, a: 0 }
stride number let/var k * 4
texture any let/var *not shown*
wrapS any let/var RepeatWrapping
wrapT any let/var RepeatWrapping
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
url any let/var fieldValues[ 0 ]
transformData { center: any; rotation: any; scale: ... let/var { center: new Vector2(), rotation: new Vector2(), scale: new Vector2(), trans...
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
worldInfo { title: any; info: any; } let/var {}
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
color any let/var *not shown*
coord any let/var *not shown*
normal any let/var *not shown*
texCoord any let/var *not shown*
ccw boolean let/var true
solid boolean let/var true
creaseAngle number let/var 0
colorIndex any let/var *not shown*
coordIndex any let/var *not shown*
normalIndex any let/var *not shown*
texCoordIndex any let/var *not shown*
colorPerVertex boolean let/var true
normalPerVertex boolean let/var true
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
colorNode any let/var fieldValues[ 0 ]
coordNode any let/var fieldValues[ 0 ]
normalNode any let/var fieldValues[ 0 ]
texCoordNode any let/var fieldValues[ 0 ]
colorAttribute any let/var *not shown*
normalAttribute any let/var *not shown*
uvAttribute any let/var *not shown*
geometry any let/var new BufferGeometry()
color any let/var *not shown*
coord any let/var *not shown*
colorIndex any let/var *not shown*
coordIndex any let/var *not shown*
colorPerVertex boolean let/var true
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
colorNode any let/var fieldValues[ 0 ]
coordNode any let/var fieldValues[ 0 ]
colorAttribute any let/var *not shown*
geometry any let/var new BufferGeometry()
color any let/var *not shown*
coord any let/var *not shown*
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
colorNode any let/var fieldValues[ 0 ]
coordNode any let/var fieldValues[ 0 ]
geometry any let/var new BufferGeometry()
colorAttribute any let/var new Float32BufferAttribute( color, 3 )
size any let/var new Vector3( 2, 2, 2 )
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
geometry any let/var new BoxGeometry( size.x, size.y, size.z )
radius number let/var 1
height number let/var 2
openEnded boolean let/var false
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
geometry any let/var new ConeGeometry( radius, height, 16, 1, openEnded )
radius number let/var 1
height number let/var 2
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
geometry any let/var new CylinderGeometry( radius, radius, height, 16, 1 )
radius number let/var 1
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
geometry any let/var new SphereGeometry( radius, 16, 16 )
color any let/var *not shown*
normal any let/var *not shown*
texCoord any let/var *not shown*
height any let/var *not shown*
colorPerVertex boolean let/var true
normalPerVertex boolean let/var true
solid boolean let/var true
ccw boolean let/var true
creaseAngle number let/var 0
xDimension number let/var 2
zDimension number let/var 2
xSpacing number let/var 1
zSpacing number let/var 1
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
colorNode any let/var fieldValues[ 0 ]
normalNode any let/var fieldValues[ 0 ]
texCoordNode any let/var fieldValues[ 0 ]
vertices any[] let/var []
normals any[] let/var []
colors any[] let/var []
uvs any[] let/var []
index number let/var ( i * xDimension ) + j
x number let/var xSpacing * i
y any let/var height[ index ]
z number let/var zSpacing * j
r any let/var color[ index * 3 + 0 ]
g any let/var color[ index * 3 + 1 ]
b any let/var color[ index * 3 + 2 ]
xn any let/var normal[ index * 3 + 0 ]
yn any let/var normal[ index * 3 + 1 ]
zn any let/var normal[ index * 3 + 2 ]
s any let/var texCoord[ index * 2 + 0 ]
t any let/var texCoord[ index * 2 + 1 ]
indices any[] let/var []
a number let/var i + j * xDimension
b number let/var i + ( j + 1 ) * xDimension
c number let/var ( i + 1 ) + ( j + 1 ) * xDimension
d number let/var ( i + 1 ) + j * xDimension
colorAttribute any let/var *not shown*
normalAttribute any let/var *not shown*
index number let/var i + j * ( xDimension - 1 )
r any let/var color[ index * 3 + 0 ]
g any let/var color[ index * 3 + 1 ]
b any let/var color[ index * 3 + 2 ]
index number let/var i + j * ( xDimension - 1 )
xn any let/var normal[ index * 3 + 0 ]
yn any let/var normal[ index * 3 + 1 ]
zn any let/var normal[ index * 3 + 2 ]
geometry any let/var new BufferGeometry()
crossSection number[] let/var [ 1, 1, 1, - 1, - 1, - 1, - 1, 1, 1, 1 ]
spine number[] let/var [ 0, 0, 0, 0, 1, 0 ]
scale any let/var *not shown*
orientation any let/var *not shown*
beginCap boolean let/var true
ccw boolean let/var true
creaseAngle number let/var 0
endCap boolean let/var true
solid boolean let/var true
fields any let/var node.fields
field any let/var fields[ i ]
fieldName any let/var field.name
fieldValues any let/var field.values
crossSectionClosed boolean let/var ( crossSection[ 0 ] === crossSection[ crossSection.length - 2 ] && crossSecti...
vertices any[] let/var []
spineVector any let/var new Vector3()
scaling any let/var new Vector3()
axis any let/var new Vector3()
vertex any let/var new Vector3()
quaternion any let/var new Quaternion()
angle any let/var orientation ? orientation[ o + 3 ] : 0
indices any[] let/var []
spineCount number let/var spine.length / 3
crossSectionCount number let/var crossSection.length / 2
a number let/var j + i * crossSectionCount
b number let/var ( j + 1 ) + i * crossSectionCount
c number let/var j + ( i + 1 ) * crossSectionCount
d number let/var ( j + 1 ) + ( i + 1 ) * crossSectionCount
contour any[] let/var []
capIndices any[] let/var []
face any let/var faces[ i ]
indexOffset number let/var crossSectionCount * ( spineCount - 1 )
geometry any let/var new BufferGeometry()
node any let/var nodeMap[ identifier ]
indices any[] let/var []
start number let/var 0
i1 any let/var index[ start ]
i2 any let/var index[ i + ( ccw ? 1 : 2 ) ]
i3 any let/var index[ i + ( ccw ? 2 : 1 ) ]
triangulatedData any[] let/var []
start number let/var 0
stride number let/var start * 3
x any let/var data[ stride ]
y any let/var data[ stride + 1 ]
z any let/var data[ stride + 2 ]
flattenData any[] let/var []
i1 any let/var index[ i ]
stride number let/var i1 * 3
x any let/var data[ stride ]
y any let/var data[ stride + 1 ]
z any let/var data[ stride + 2 ]
indices any[] let/var []
i1 any let/var index[ i ]
i2 any let/var index[ i + 1 ]
triangulatedData any[] let/var []
start number let/var 0
stride number let/var start * 3
x any let/var data[ stride ]
y any let/var data[ stride + 1 ]
z any let/var data[ stride + 2 ]
vA any let/var new Vector3()
vB any let/var new Vector3()
vC any let/var new Vector3()
uvA any let/var new Vector2()
uvB any let/var new Vector2()
uvC any let/var new Vector2()
array any[] let/var []
a any let/var index[ i ]
b any let/var index[ i + 1 ]
c any let/var index[ i + 2 ]
array any[] let/var []
array any[] let/var []
array any let/var attribute.array
itemSize any let/var attribute.itemSize
array2 any let/var new array.constructor( indices.length * itemSize )
index number let/var 0
index2 number let/var 0
ab any let/var new Vector3()
cb any let/var new Vector3()
faces any[] let/var []
vertexNormals {} let/var {}
a any let/var index[ i ]
b any let/var index[ i + 1 ]
c any let/var index[ i + 2 ]
face Face let/var new Face( a, b, c )
normals any[] let/var []
face Face let/var faces[ i ]
normal any let/var new Vector3()
array any[] let/var []
color any let/var new Color()
thresholds any[] let/var []
startAngle number let/var ( topDown === true ) ? 0 : Math.PI
angle any let/var ( i === 0 ) ? 0 : angles[ i - 1 ]
point any let/var new Vector3()
indices any let/var geometry.index
positionAttribute any let/var geometry.attributes.position
colorAttribute any let/var new BufferAttribute( new Float32Array( geometry.attributes.position.count * 3...
position any let/var new Vector3()
color any let/var new Color()
thresholdIndexA any let/var *not shown*
thresholdIndexB any let/var *not shown*
t number let/var 1
thresholdA any let/var thresholds[ thresholdIndexA ]
thresholdB any let/var thresholds[ thresholdIndexB ]
colorA any let/var colors[ thresholdIndexA ]
colorB any let/var colors[ thresholdIndexB ]
textureLoader any let/var new TextureLoader( this.manager )
CstParser any let/var chevrotain.CstParser
$ this let/var this
Version any let/var tokenVocabulary[ 'Version' ]
LCurly any let/var tokenVocabulary[ 'LCurly' ]
RCurly any let/var tokenVocabulary[ 'RCurly' ]
LSquare any let/var tokenVocabulary[ 'LSquare' ]
RSquare any let/var tokenVocabulary[ 'RSquare' ]
Identifier any let/var tokenVocabulary[ 'Identifier' ]
RouteIdentifier any let/var tokenVocabulary[ 'RouteIdentifier' ]
StringLiteral any let/var tokenVocabulary[ 'StringLiteral' ]
HexLiteral any let/var tokenVocabulary[ 'HexLiteral' ]
NumberLiteral any let/var tokenVocabulary[ 'NumberLiteral' ]
TrueLiteral any let/var tokenVocabulary[ 'TrueLiteral' ]
FalseLiteral any let/var tokenVocabulary[ 'FalseLiteral' ]
NullLiteral any let/var tokenVocabulary[ 'NullLiteral' ]
DEF any let/var tokenVocabulary[ 'DEF' ]
USE any let/var tokenVocabulary[ 'USE' ]
ROUTE any let/var tokenVocabulary[ 'ROUTE' ]
TO any let/var tokenVocabulary[ 'TO' ]
NodeName any let/var tokenVocabulary[ 'NodeName' ]
TEXTURE_TYPE { INTENSITY: number; INTENSITY_ALPHA:... let/var { INTENSITY: 1, INTENSITY_ALPHA: 2, RGB: 3, RGBA: 4 }

Functions

VRMLLoader.load(url: string, onLoad: (arg0: Scene) => any, onProgress: onProgressCallback, onError: onErrorCallback): void

JSDoc:

/**
     * Starts loading from the given URL and passes the loaded VRML asset
     * to the `onLoad()` callback.
     *
     * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
     * @param {function(Scene)} onLoad - Executed when the loading process has been finished.
     * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
     * @param {onErrorCallback} onError - Executed when errors occur.
     */

Parameters:

  • url string
  • onLoad (arg0: Scene) => any
  • onProgress onProgressCallback
  • onError onErrorCallback

Returns: void

Calls:

  • LoaderUtils.extractUrlBase
  • loader.setPath
  • loader.setRequestHeader
  • loader.setWithCredentials
  • loader.load
  • onLoad
  • scope.parse
  • onError
  • console.error
  • scope.manager.itemError
Code
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 );

    }

VRMLLoader.parse(data: string, path: string): Scene

JSDoc:

/**
     * Parses the given VRML data and returns the resulting scene.
     *
     * @param {string} data - The raw VRML data as a string.
     * @param {string} path - The URL base path.
     * @return {Scene} The parsed scene.
     */

Parameters:

  • data string
  • path string

Returns: Scene

Calls:

  • createTokens
  • createVisitor
  • parser.getBaseCstVisitorConstructor
  • lexer.lex
  • parser.vrml
  • console.error
  • Error
  • visitor.visit
  • createToken
  • nodeTypes.join
  • complex_call_7846
  • this.validateVisitor
  • this.visit
  • data.nodes.push
  • data.routes.push
  • data.fields.push
  • processField
  • field.values.push
  • scope.visit
  • stringLiteral.image.replace
  • parseFloat
  • ctx.NullLiteral.forEach
  • buildNodeMap
  • getNode
  • scene.add
  • resolveUSE
  • buildNode
  • buildGroupingNode
  • buildBackgroundNode
  • buildShapeNode
  • buildAppearanceNode
  • buildMaterialNode
  • buildImageTextureNode
  • buildPixelTextureNode
  • buildTextureTransformNode
  • buildIndexedFaceSetNode
  • buildIndexedLineSetNode
  • buildPointSetNode
  • buildBoxNode
  • buildConeNode
  • buildCylinderNode
  • buildSphereNode
  • buildElevationGridNode
  • buildExtrusionNode
  • buildGeometricNode
  • buildWorldInfoNode
  • console.warn
  • build.hasOwnProperty
  • parseFieldChildren
  • new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ).normalize
  • object.quaternion.setFromAxisAngle
  • object.scale.set
  • object.position.set
  • paintFaces
  • toColorArray
  • skyMaterial.color.setRGB
  • group.add
  • pointsMaterial.color.copy
  • lineMaterial.color.copy
  • material.color.copy
  • material.emissive.copy
  • material.specular.copy
  • material.color.set
  • material.map.center.copy
  • material.map.repeat.copy
  • material.map.offset.copy
  • new Color().setRGB
  • parseInt
  • hex.substring
  • getTextureType
  • parseHexColor
  • textureLoader.load
  • transformData.center.set
  • transformData.scale.set
  • transformData.translation.set
  • triangulateFaceIndex
  • computeAttributeFromIndexedData
  • toNonIndexedAttribute
  • flattenData
  • triangulateFaceData
  • computeAttributeFromFaceData
  • convertColorsToLinearSRGB
  • computeNormalAttribute
  • geometry.setAttribute
  • expandLineIndex
  • expandLineData
  • computeAttributeFromLineData
  • vertices.push
  • colors.push
  • normals.push
  • uvs.push
  • indices.push
  • spineVector.fromArray
  • vertex.multiply
  • quaternion.setFromAxisAngle
  • vertex.applyQuaternion
  • vertex.add
  • contour.push
  • ShapeUtils.triangulateShape
  • capIndices.push
  • build.clone
  • owner.add
  • triangulatedData.push
  • flattenData.push
  • uvA.fromArray
  • uvB.fromArray
  • uvC.fromArray
  • array.push
  • vA.fromArray
  • vB.fromArray
  • vC.fromArray
  • cb.subVectors
  • ab.subVectors
  • cb.cross
  • cb.normalize
  • face.normal.copy
  • vertexNormals[ a ].push
  • vertexNormals[ b ].push
  • vertexNormals[ c ].push
  • faces.push
  • weightedNormal
  • normal.copy
  • normals[ i ].angleTo
  • normal.add
  • normal.normalize
  • color.fromBufferAttribute
  • ColorManagement.colorSpaceToWorking
  • attribute.setXYZ
  • point.setFromSphericalCoords
  • thresholds.push
  • indices.getX
  • position.fromBufferAttribute
  • Math.abs
  • color.copy( colorA ).lerp
  • colorAttribute.setXYZ
  • textureLoader.setPath( this.resourcePath || path ).setCrossOrigin
  • data.indexOf
  • generateVRMLTree
  • parseTree

Internal Comments:

// create lexer, parser and visitor (x2)
// lexing (x2)
// parsing (x2)
// actions (x2)
// from http://gun.teipir.gr/VRML-amgem/spec/part1/concepts.html#SyntaxBasics (x2)
// from http://gun.teipir.gr/VRML-amgem/spec/part1/nodesRef.html (x2)
// (x12)
// commas, blanks, tabs, newlines and carriage returns are whitespace characters wherever they appear outside of string fields (x2)
// keywords appear before the Identifier
// the Identifier must appear after the keywords because all keywords are valid identifiers
// the visitor is created dynamically based on the given base class
// DEF
// SFValue
// MFValue
// console.log( JSON.stringify( tree, null, 2 ) ); (x2)
// first iteration: build nodemap based on DEF statements
// second iteration: build nodes
// handle case where a node refers to a different one
// node builder
// node not supported yet
// field not supported (x22)
// sky
// ground
// render background group first (x4)
// if the appearance field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0) (x2)
// build 3D object (x2)
// 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 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
// check "solid" hint (it's placed in the geometry but affects the material)
// check for vertex colors
// if the geometry field is NULL or no vertices are defined the object is not drawn (x4)
// if the material field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0) (x3)
// only apply texture transform data if a texture was defined
// respect VRML lighting model
// apply texture transform
// Intensity texture: A one-component image specifies one-byte hexadecimal or integer values representing the intensity of the image (x3)
// Intensity+Alpha texture: A two-component image specifies the intensity in the first (high) byte and the alpha opacity in the second (low) byte. (x3)
// RGB texture: Pixels in a three-component image specify the red component in the first (high) byte, followed by the green and blue components (x4)
// RGBA texture: Four-component images specify the alpha opacity byte after red/green/blue (x4)
// if the colorIndex field is not empty, then it is used to choose colors for each vertex of the IndexedFaceSet. (x2)
// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node (x5)
// if the colorIndex field is not empty, then they are used to choose one color for each face of the IndexedFaceSet (x2)
// if the colorIndex field is empty, then the color are applied to each face of the IndexedFaceSet in order (x2)
// consider vertex normals
// if the normalIndex field is not empty, then it is used to choose normals for each vertex of the IndexedFaceSet. (x2)
// if the normalIndex field is empty, then the coordIndex field is used to choose normals from the Normal node (x3)
// consider face normals
// if the normalIndex field is not empty, then they are used to choose one normal for each face of the IndexedFaceSet (x2)
// if the normalIndex field is empty, then the normals are applied to each face of the IndexedFaceSet in order (x2)
// 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 (x3)
// texture coordinates are always defined on vertex level
// if the texCoordIndex field is not empty, then it is used to choose texture coordinates for each vertex of the IndexedFaceSet. (x2)
// if the texCoordIndex field is empty, then the coordIndex array is used to choose texture coordinates from the TextureCoordinate node (x3)
// optional attributes
// "solid" influences the material so let's store it for later use (x12)
// build lines (x2)
// if the colorIndex field is not empty, then one color is used for each polyline of the IndexedLineSet. (x2)
// if the colorIndex field is empty, then the colors are applied to each polyline of the IndexedLineSet in order. (x3)
// if the colorIndex field is not empty, then colors are applied to each vertex of the IndexedLineSet (x2)
// vertex data (x2)
// compute a row major index (x2)
// vertices (x4)
// colors
// normals
// uvs
// indices (x4)
// from https://tecfa.unige.ch/guides/vrml/vrml97/spec/part1/nodesRef.html#ElevationGrid (x2)
// faces
// color attribute
// one color per quad (x4)
// normal attribute
// one normal per quad (x4)
// build geometry (x2)
// scale (x4)
// rotate (x4)
// translate (x4)
// triangulate cap
// begin cap
// end cap
// no uvs yet (x4)
// helper functions
// 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
// since face definitions can have more than three vertices, it's necessary to (x2)
// perform a simple triangulation (x2)
// an index of -1 indicates that the current face has ended and the next one begins (x2)
// an index of -1 indicates that the current line has ended and the next one begins (x2)
// we use the coordIndex.length as delimiter since normalIndex must contain at least as many indices
// prepare face and raw vertex normals
// compute vertex normals and build final geometry (x2)
/**
         * 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 interpolating 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.
         */
// compute threshold values (x2)
// generate vertex colors (x2)
// interpolation for sky color
// interpolation for ground color
// check version (only 2.0 is supported)
// create JSON representing the tree structure of the VRML asset (x2)
// parse the tree structure to a three.js scene (x2)

Code
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;

            // 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\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][0-9a-fA-F][0-9a-fA-F][0-9a-fA-F])*"/ } );
            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
            } );

            // 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
            } );

            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 dynamically based on the given base class

            class VRMLToASTVisitor extends BaseVRMLVisitor {

                constructor() {

                    super();

                    this.validateVisitor();

                }

                vrml( 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( ctx ) {

                    return ctx.Version[ 0 ].image;

                }

                node( 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( 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( ctx ) {

                    return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;

                }

                use( ctx ) {

                    return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };

                }

                singleFieldValue( ctx ) {

                    return processField( this, ctx );

                }

                multiFieldValue( ctx ) {

                    return processField( this, ctx );

                }

                route( 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 'Anchor':
                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 '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 'description':
                        // field not supported
                        break;

                    case 'collide':
                        // field not supported
                        break;

                    case 'parameter':
                        // field not supported
                        break;

                    case 'rotation':
                        const axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ).normalize();
                        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;

                    case 'url':
                        // 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 ], SRGBColorSpace );

                }

                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( {
                name: Loader.DEFAULT_MATERIAL_NAME,
                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( {
                        name: Loader.DEFAULT_MATERIAL_NAME,
                        color: 0xffffff,
                        opacity: material.opacity,
                        transparent: material.transparent
                    } );

                    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( {
                        name: Loader.DEFAULT_MATERIAL_NAME,
                        color: 0xffffff,
                        opacity: material.opacity,
                        transparent: material.transparent
                    } );

                    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( {
                                name: Loader.DEFAULT_MATERIAL_NAME,
                                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().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        break;

                    case 'emissiveColor':
                        materialData.emissiveColor = new Color().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        break;

                    case 'shininess':
                        materialData.shininess = fieldValues[ 0 ];
                        break;

                    case 'specularColor':
                        materialData.specularColor = new Color().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        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;
                    color.a = 1;
                    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 ) );
                    color.a = 1;
                    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 textureType = getTextureType( num_components );

                        const data = new Uint8Array( 4 * width * height );

                        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 );

                            const stride = k * 4;

                            data[ stride + 0 ] = color.r;
                            data[ stride + 1 ] = color.g;
                            data[ stride + 2 ] = color.b;
                            data[ stride + 3 ] = color.a;

                        }

                        texture = new DataTexture( data, width, height );
                        texture.colorSpace = SRGBColorSpace;
                        texture.needsUpdate = true;
                        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;
                texture.colorSpace = SRGBColorSpace;

            }

            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 );


                    }

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            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 primitive)
                        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 primitive
                        const expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitive)
                        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 primitive)
                        colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level

                    }

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            //

            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 ) {

                const colorAttribute = new Float32BufferAttribute( color, 3 );
                convertColorsToLinearSRGB( colorAttribute );

                geometry.setAttribute( 'color', colorAttribute );

            }

            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 ) );

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            // 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 definitions 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;

        }

        function convertColorsToLinearSRGB( attribute ) {

            const color = new Color();

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

                color.fromBufferAttribute( attribute, i );

                ColorManagement.colorSpaceToWorking( color, SRGBColorSpace );

                attribute.setXYZ( i, color.r, color.g, color.b );

            }

        }

        /**
         * 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 interpolating 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 );

                ColorManagement.colorSpaceToWorking( color, SRGBColorSpace );

                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;

    }

generateVRMLTree(data: any): any

Parameters:

  • data any

Returns: any

Calls:

  • createTokens
  • createVisitor
  • parser.getBaseCstVisitorConstructor
  • lexer.lex
  • parser.vrml
  • console.error
  • Error
  • visitor.visit

Internal Comments:

// create lexer, parser and visitor (x2)
// lexing (x2)
// parsing (x2)
// actions (x2)

Code
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;

        }

createTokens(): { tokens: any[]; tokenVocabulary: {}; }

Returns: { tokens: any[]; tokenVocabulary: {}; }

Calls:

  • createToken
  • nodeTypes.join

Internal Comments:

// from http://gun.teipir.gr/VRML-amgem/spec/part1/concepts.html#SyntaxBasics (x2)
// from http://gun.teipir.gr/VRML-amgem/spec/part1/nodesRef.html (x2)
// (x4)
// commas, blanks, tabs, newlines and carriage returns are whitespace characters wherever they appear outside of string fields (x2)
// keywords appear before the Identifier
// the Identifier must appear after the keywords because all keywords are valid identifiers

Code
function createTokens() {

            const createToken = chevrotain.createToken;

            // 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\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][0-9a-fA-F][0-9a-fA-F][0-9a-fA-F])*"/ } );
            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
            } );

            // 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
            } );

            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 };

        }

createVisitor(BaseVRMLVisitor: any): VRMLToASTVisitor

Parameters:

  • BaseVRMLVisitor any

Returns: VRMLToASTVisitor

Calls:

  • complex_call_7846
  • this.validateVisitor
  • this.visit
  • data.nodes.push
  • data.routes.push
  • data.fields.push
  • processField
  • field.values.push
  • scope.visit
  • stringLiteral.image.replace
  • parseFloat
  • ctx.NullLiteral.forEach

Internal Comments:

// the visitor is created dynamically based on the given base class
// DEF
// SFValue
// MFValue

Code
function createVisitor( BaseVRMLVisitor ) {

            // the visitor is created dynamically based on the given base class

            class VRMLToASTVisitor extends BaseVRMLVisitor {

                constructor() {

                    super();

                    this.validateVisitor();

                }

                vrml( 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( ctx ) {

                    return ctx.Version[ 0 ].image;

                }

                node( 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( 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( ctx ) {

                    return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;

                }

                use( ctx ) {

                    return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };

                }

                singleFieldValue( ctx ) {

                    return processField( this, ctx );

                }

                multiFieldValue( ctx ) {

                    return processField( this, ctx );

                }

                route( 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();

        }

VRMLToASTVisitor.vrml(ctx: any): { version: any; nodes: any[]; routes: any[]; }

Parameters:

  • ctx any

Returns: { version: any; nodes: any[]; routes: any[]; }

Calls:

  • this.visit
  • data.nodes.push
  • data.routes.push
Code
vrml( 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;

                }

VRMLToASTVisitor.version(ctx: any): any

Parameters:

  • ctx any

Returns: any

Code
version( ctx ) {

                    return ctx.Version[ 0 ].image;

                }

VRMLToASTVisitor.node(ctx: any): { name: any; fields: any[]; }

Parameters:

  • ctx any

Returns: { name: any; fields: any[]; }

Calls:

  • data.fields.push
  • this.visit

Internal Comments:

// DEF

Code
node( 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;

                }

VRMLToASTVisitor.field(ctx: any): { name: any; type: any; values: any; }

Parameters:

  • ctx any

Returns: { name: any; type: any; values: any; }

Calls:

  • this.visit

Internal Comments:

// SFValue
// MFValue

Code
field( 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;

                }

VRMLToASTVisitor.def(ctx: any): any

Parameters:

  • ctx any

Returns: any

Code
def( ctx ) {

                    return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;

                }

VRMLToASTVisitor.use(ctx: any): { USE: any; }

Parameters:

  • ctx any

Returns: { USE: any; }

Code
use( ctx ) {

                    return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };

                }

VRMLToASTVisitor.singleFieldValue(ctx: any): { type: any; values: any[]; }

Parameters:

  • ctx any

Returns: { type: any; values: any[]; }

Calls:

  • processField
Code
singleFieldValue( ctx ) {

                    return processField( this, ctx );

                }

VRMLToASTVisitor.multiFieldValue(ctx: any): { type: any; values: any[]; }

Parameters:

  • ctx any

Returns: { type: any; values: any[]; }

Calls:

  • processField
Code
multiFieldValue( ctx ) {

                    return processField( this, ctx );

                }

VRMLToASTVisitor.route(ctx: any): { FROM: any; TO: any; }

Parameters:

  • ctx any

Returns: { FROM: any; TO: any; }

Code
route( ctx ) {

                    const data = {
                        FROM: ctx.RouteIdentifier[ 0 ].image,
                        TO: ctx.RouteIdentifier[ 1 ].image
                    };

                    return data;

                }

processField(scope: any, ctx: any): { type: any; values: any[]; }

Parameters:

  • scope any
  • ctx any

Returns: { type: any; values: any[]; }

Calls:

  • field.values.push
  • scope.visit
  • stringLiteral.image.replace
  • parseFloat
  • ctx.NullLiteral.forEach
Code
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;

            }

parseTree(tree: any): any

Parameters:

  • tree any

Returns: any

Calls:

  • buildNodeMap
  • getNode
  • scene.add

Internal Comments:

// console.log( JSON.stringify( tree, null, 2 ) ); (x2)
// first iteration: build nodemap based on DEF statements
// second iteration: build nodes

Code
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;

        }

buildNodeMap(node: any): void

Parameters:

  • node any

Returns: void

Calls:

  • buildNodeMap
Code
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 ] );

                    }

                }


            }

        }

getNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • resolveUSE
  • buildNode

Internal Comments:

// handle case where a node refers to a different one

Code
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;

        }

buildNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • buildGroupingNode
  • buildBackgroundNode
  • buildShapeNode
  • buildAppearanceNode
  • buildMaterialNode
  • buildImageTextureNode
  • buildPixelTextureNode
  • buildTextureTransformNode
  • buildIndexedFaceSetNode
  • buildIndexedLineSetNode
  • buildPointSetNode
  • buildBoxNode
  • buildConeNode
  • buildCylinderNode
  • buildSphereNode
  • buildElevationGridNode
  • buildExtrusionNode
  • buildGeometricNode
  • buildWorldInfoNode
  • console.warn
  • build.hasOwnProperty

Internal Comments:

// node not supported yet

Code
function buildNode( node ) {

            const nodeName = node.name;
            let build;

            switch ( nodeName ) {

                case 'Anchor':
                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 '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;

        }

buildGroupingNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • parseFieldChildren
  • new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ).normalize
  • object.quaternion.setFromAxisAngle
  • object.scale.set
  • object.position.set
  • console.warn

Internal Comments:

// (x2)
// field not supported (x9)

Code
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 'description':
                        // field not supported
                        break;

                    case 'collide':
                        // field not supported
                        break;

                    case 'parameter':
                        // field not supported
                        break;

                    case 'rotation':
                        const axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ).normalize();
                        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;

                    case 'url':
                        // field not supported
                        break;

                    default:
                        console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
                        break;

                }

            }

            return object;

        }

buildBackgroundNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • console.warn
  • paintFaces
  • toColorArray
  • skyMaterial.color.setRGB
  • group.add

Internal Comments:

// field not supported (x6)
// sky
// ground
// render background group first (x4)

Code
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 ], SRGBColorSpace );

                }

                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;

        }

buildShapeNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • getNode
  • console.warn
  • pointsMaterial.color.copy
  • lineMaterial.color.copy

Internal Comments:

// if the appearance field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0) (x2)
// build 3D object (x2)
// 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 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
// check "solid" hint (it's placed in the geometry but affects the material)
// check for vertex colors
// if the geometry field is NULL or no vertices are defined the object is not drawn (x4)

Code
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( {
                name: Loader.DEFAULT_MATERIAL_NAME,
                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( {
                        name: Loader.DEFAULT_MATERIAL_NAME,
                        color: 0xffffff,
                        opacity: material.opacity,
                        transparent: material.transparent
                    } );

                    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( {
                        name: Loader.DEFAULT_MATERIAL_NAME,
                        color: 0xffffff,
                        opacity: material.opacity,
                        transparent: material.transparent
                    } );

                    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;

        }

buildAppearanceNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • getNode
  • material.color.copy
  • material.emissive.copy
  • material.specular.copy
  • console.warn
  • material.color.set
  • material.map.center.copy
  • material.map.repeat.copy
  • material.map.offset.copy

Internal Comments:

// if the material field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0) (x3)
// only apply texture transform data if a texture was defined
// respect VRML lighting model
// apply texture transform

Code
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( {
                                name: Loader.DEFAULT_MATERIAL_NAME,
                                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;

        }

buildMaterialNode(node: any): { diffuseColor: any; emissiveColor: any; shininess: any; specularColor: any; transparency: any; }

Parameters:

  • node any

Returns: { diffuseColor: any; emissiveColor: any; shininess: any; specularColor: any; transparency: any; }

Calls:

  • new Color().setRGB
  • console.warn

Internal Comments:

// field not supported

Code
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().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        break;

                    case 'emissiveColor':
                        materialData.emissiveColor = new Color().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        break;

                    case 'shininess':
                        materialData.shininess = fieldValues[ 0 ];
                        break;

                    case 'specularColor':
                        materialData.specularColor = new Color().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        break;

                    case 'transparency':
                        materialData.transparency = fieldValues[ 0 ];
                        break;

                    default:
                        console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
                        break;

                }

            }

            return materialData;

        }

parseHexColor(hex: any, textureType: any, color: any): void

Parameters:

  • hex any
  • textureType any
  • color any

Returns: void

Calls:

  • parseInt
  • hex.substring

Internal Comments:

// Intensity texture: A one-component image specifies one-byte hexadecimal or integer values representing the intensity of the image (x3)
// Intensity+Alpha texture: A two-component image specifies the intensity in the first (high) byte and the alpha opacity in the second (low) byte. (x3)
// RGB texture: Pixels in a three-component image specify the red component in the first (high) byte, followed by the green and blue components (x4)
// RGBA texture: Four-component images specify the alpha opacity byte after red/green/blue (x4)

Code
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;
                    color.a = 1;
                    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 ) );
                    color.a = 1;
                    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:

            }

        }

getTextureType(num_components: any): number

Parameters:

  • num_components any

Returns: number

Code
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;

        }

buildPixelTextureNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • getTextureType
  • parseHexColor
  • console.warn
Code
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 textureType = getTextureType( num_components );

                        const data = new Uint8Array( 4 * width * height );

                        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 );

                            const stride = k * 4;

                            data[ stride + 0 ] = color.r;
                            data[ stride + 1 ] = color.g;
                            data[ stride + 2 ] = color.b;
                            data[ stride + 3 ] = color.a;

                        }

                        texture = new DataTexture( data, width, height );
                        texture.colorSpace = SRGBColorSpace;
                        texture.needsUpdate = true;
                        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;

        }

buildImageTextureNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • textureLoader.load
  • console.warn
Code
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;
                texture.colorSpace = SRGBColorSpace;

            }

            return texture;

        }

buildTextureTransformNode(node: any): { center: any; rotation: any; scale: any; translation: any; }

Parameters:

  • node any

Returns: { center: any; rotation: any; scale: any; translation: any; }

Calls:

  • transformData.center.set
  • transformData.scale.set
  • transformData.translation.set
  • console.warn
Code
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;

        }

buildGeometricNode(node: any): any

Parameters:

  • node any

Returns: any

Code
function buildGeometricNode( node ) {

            return node.fields[ 0 ].values;

        }

buildWorldInfoNode(node: any): { title: any; info: any; }

Parameters:

  • node any

Returns: { title: any; info: any; }

Calls:

  • console.warn
Code
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;

        }

buildIndexedFaceSetNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • getNode
  • console.warn
  • triangulateFaceIndex
  • computeAttributeFromIndexedData
  • toNonIndexedAttribute
  • flattenData
  • triangulateFaceData
  • computeAttributeFromFaceData
  • convertColorsToLinearSRGB
  • computeNormalAttribute
  • geometry.setAttribute

Internal Comments:

// field not supported
// if the colorIndex field is not empty, then it is used to choose colors for each vertex of the IndexedFaceSet. (x2)
// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node (x3)
// if the colorIndex field is not empty, then they are used to choose one color for each face of the IndexedFaceSet (x2)
// if the colorIndex field is empty, then the color are applied to each face of the IndexedFaceSet in order (x2)
// consider vertex normals
// if the normalIndex field is not empty, then it is used to choose normals for each vertex of the IndexedFaceSet. (x2)
// if the normalIndex field is empty, then the coordIndex field is used to choose normals from the Normal node (x3)
// consider face normals
// if the normalIndex field is not empty, then they are used to choose one normal for each face of the IndexedFaceSet (x2)
// if the normalIndex field is empty, then the normals are applied to each face of the IndexedFaceSet in order (x2)
// 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 (x3)
// texture coordinates are always defined on vertex level
// if the texCoordIndex field is not empty, then it is used to choose texture coordinates for each vertex of the IndexedFaceSet. (x2)
// if the texCoordIndex field is empty, then the coordIndex array is used to choose texture coordinates from the TextureCoordinate node (x3)
// optional attributes
// "solid" influences the material so let's store it for later use (x4)

Code
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 );


                    }

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            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;

        }

buildIndexedLineSetNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • getNode
  • console.warn
  • expandLineIndex
  • computeAttributeFromIndexedData
  • toNonIndexedAttribute
  • flattenData
  • expandLineData
  • computeAttributeFromLineData
  • convertColorsToLinearSRGB
  • geometry.setAttribute

Internal Comments:

// build lines (x2)
// if the colorIndex field is not empty, then one color is used for each polyline of the IndexedLineSet. (x2)
// if the colorIndex field is empty, then the colors are applied to each polyline of the IndexedLineSet in order. (x3)
// if the colorIndex field is not empty, then colors are applied to each vertex of the IndexedLineSet (x2)
// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node (x2)
// (x2)

Code
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 primitive)
                        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 primitive
                        const expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitive)
                        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 primitive)
                        colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level

                    }

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            //

            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;

        }

buildPointSetNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • getNode
  • console.warn
  • geometry.setAttribute
  • convertColorsToLinearSRGB
Code
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 ) {

                const colorAttribute = new Float32BufferAttribute( color, 3 );
                convertColorsToLinearSRGB( colorAttribute );

                geometry.setAttribute( 'color', colorAttribute );

            }

            geometry._type = 'points';

            return geometry;

        }

buildBoxNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • console.warn
Code
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;

        }

buildConeNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • console.warn

Internal Comments:

// field not supported

Code
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;

        }

buildCylinderNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • console.warn

Internal Comments:

// field not supported (x3)

Code
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;

        }

buildSphereNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • console.warn
Code
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;

        }

buildElevationGridNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • getNode
  • console.warn
  • vertices.push
  • colors.push
  • normals.push
  • uvs.push
  • indices.push
  • toNonIndexedAttribute
  • convertColorsToLinearSRGB
  • computeNormalAttribute
  • geometry.setAttribute

Internal Comments:

// vertex data (x2)
// compute a row major index (x2)
// vertices (x2)
// colors
// normals
// uvs
// indices (x2)
// from https://tecfa.unige.ch/guides/vrml/vrml97/spec/part1/nodesRef.html#ElevationGrid (x2)
// faces
// (x2)
// color attribute
// one color per quad (x4)
// normal attribute
// one normal per quad (x4)
// build geometry (x2)
// "solid" influences the material so let's store it for later use (x4)

Code
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 ) );

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            // 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;

        }

buildExtrusionNode(node: any): any

Parameters:

  • node any

Returns: any

Calls:

  • console.warn
  • spineVector.fromArray
  • vertex.multiply
  • quaternion.setFromAxisAngle
  • vertex.applyQuaternion
  • vertex.add
  • vertices.push
  • indices.push
  • contour.push
  • ShapeUtils.triangulateShape
  • capIndices.push
  • toNonIndexedAttribute
  • computeNormalAttribute
  • geometry.setAttribute

Internal Comments:

// field not supported
// vertices (x2)
// scale (x4)
// rotate (x4)
// translate (x4)
// indices (x2)
// triangulate cap
// begin cap
// end cap
// no uvs yet (x4)
// "solid" influences the material so let's store it for later use (x4)

Code
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;

        }

resolveUSE(identifier: any): any

Parameters:

  • identifier any

Returns: any

Calls:

  • getNode
  • build.clone

Internal Comments:

// 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

Code
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;

        }

parseFieldChildren(children: any, owner: any): void

Parameters:

  • children any
  • owner any

Returns: void

Calls:

  • getNode
  • owner.add
Code
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 );

            }

        }

triangulateFaceIndex(index: any, ccw: any): any[]

Parameters:

  • index any
  • ccw any

Returns: any[]

Calls:

  • indices.push

Internal Comments:

// since face definitions can have more than three vertices, it's necessary to (x2)
// perform a simple triangulation (x2)
// an index of -1 indicates that the current face has ended and the next one begins

Code
function triangulateFaceIndex( index, ccw ) {

            const indices = [];

            // since face definitions 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;

        }

triangulateFaceData(data: any, index: any): any[]

Parameters:

  • data any
  • index any

Returns: any[]

Calls:

  • triangulatedData.push

Internal Comments:

// an index of -1 indicates that the current face has ended and the next one begins

Code
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;

        }

flattenData(data: any, index: any): any[]

Parameters:

  • data any
  • index any

Returns: any[]

Calls:

  • flattenData.push
Code
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;

        }

expandLineIndex(index: any): any[]

Parameters:

  • index any

Returns: any[]

Calls:

  • indices.push

Internal Comments:

// an index of -1 indicates that the current line has ended and the next one begins

Code
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;

        }

expandLineData(data: any, index: any): any[]

Parameters:

  • data any
  • index any

Returns: any[]

Calls:

  • triangulatedData.push

Internal Comments:

// an index of -1 indicates that the current line has ended and the next one begins

Code
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;

        }

computeAttributeFromIndexedData(coordIndex: any, index: any, data: any, itemSize: any): any

Parameters:

  • coordIndex any
  • index any
  • data any
  • itemSize any

Returns: any

Calls:

  • uvA.fromArray
  • uvB.fromArray
  • uvC.fromArray
  • array.push
  • vA.fromArray
  • vB.fromArray
  • vC.fromArray

Internal Comments:

// we use the coordIndex.length as delimiter since normalIndex must contain at least as many indices

Code
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 );

        }

computeAttributeFromFaceData(index: any, faceData: any): any

Parameters:

  • index any
  • faceData any

Returns: any

Calls:

  • vA.fromArray
  • array.push
Code
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 );

        }

computeAttributeFromLineData(index: any, lineData: any): any

Parameters:

  • index any
  • lineData any

Returns: any

Calls:

  • vA.fromArray
  • array.push
Code
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 );

        }

toNonIndexedAttribute(indices: any, attribute: any): any

Parameters:

  • indices any
  • attribute any

Returns: any

Code
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 );

        }

computeNormalAttribute(index: any, coord: any, creaseAngle: any): any

Parameters:

  • index any
  • coord any
  • creaseAngle any

Returns: any

Calls:

  • vA.fromArray
  • vB.fromArray
  • vC.fromArray
  • cb.subVectors
  • ab.subVectors
  • cb.cross
  • cb.normalize
  • face.normal.copy
  • vertexNormals[ a ].push
  • vertexNormals[ b ].push
  • vertexNormals[ c ].push
  • faces.push
  • weightedNormal
  • normals.push

Internal Comments:

// prepare face and raw vertex normals
// compute vertex normals and build final geometry (x2)

Code
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 );

        }

weightedNormal(normals: any, vector: any, creaseAngle: any): any

Parameters:

  • normals any
  • vector any
  • creaseAngle any

Returns: any

Calls:

  • normal.copy
  • normals[ i ].angleTo
  • normal.add
  • normal.normalize
Code
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();

        }

toColorArray(colors: any): any[]

Parameters:

  • colors any

Returns: any[]

Calls:

  • array.push
Code
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;

        }

convertColorsToLinearSRGB(attribute: any): void

Parameters:

  • attribute any

Returns: void

Calls:

  • color.fromBufferAttribute
  • ColorManagement.colorSpaceToWorking
  • attribute.setXYZ
Code
function convertColorsToLinearSRGB( attribute ) {

            const color = new Color();

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

                color.fromBufferAttribute( attribute, i );

                ColorManagement.colorSpaceToWorking( color, SRGBColorSpace );

                attribute.setXYZ( i, color.r, color.g, color.b );

            }

        }

paintFaces(geometry: BufferGeometry, radius: number, angles: any[], colors: any[], topDown: boolean): void

JSDoc:

/**
         * 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 interpolating 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.
         */

Parameters:

  • geometry BufferGeometry
  • radius number
  • angles any[]
  • colors any[]
  • topDown boolean

Returns: void

Calls:

  • point.setFromSphericalCoords
  • thresholds.push
  • indices.getX
  • position.fromBufferAttribute
  • Math.abs
  • color.copy( colorA ).lerp
  • ColorManagement.colorSpaceToWorking
  • colorAttribute.setXYZ
  • geometry.setAttribute

Internal Comments:

// compute threshold values (x2)
// generate vertex colors (x2)
// interpolation for sky color
// interpolation for ground color

Code
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 );

                ColorManagement.colorSpaceToWorking( color, SRGBColorSpace );

                colorAttribute.setXYZ( index, color.r, color.g, color.b );

            }

            geometry.setAttribute( 'color', colorAttribute );

        }

VRMLLexer.lex(inputText: any): any

Parameters:

  • inputText any

Returns: any

Calls:

  • this.lexer.tokenize
  • console.error
  • Error
Code
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;

    }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                    $.SUBRULE( $.singleFieldValue );

                }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                    $.SUBRULE( $.singleFieldValue );

                }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                    $.SUBRULE( $.multiFieldValue );

                }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                    $.SUBRULE( $.multiFieldValue );

                }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                    $.CONSUME( Identifier );

                }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                    $.CONSUME( Identifier );

                }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                    $.CONSUME( NodeName );

                }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                    $.CONSUME( NodeName );

                }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                    $.CONSUME( Identifier );

                }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                    $.CONSUME( Identifier );

                }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                    $.CONSUME( NodeName );

                }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                    $.CONSUME( NodeName );

                }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                        $.SUBRULE( $.node );

                    }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                        $.SUBRULE( $.node );

                    }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                        $.SUBRULE( $.use );

                    }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                        $.SUBRULE( $.use );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( StringLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( StringLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( HexLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( HexLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( NumberLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( NumberLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( TrueLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( TrueLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( FalseLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( FalseLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( NullLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( NullLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                        $.SUBRULE( $.node );

                    }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                        $.SUBRULE( $.node );

                    }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                        $.SUBRULE( $.use );

                    }

ALT(): void

Returns: void

Calls:

  • $.SUBRULE
Code
function () {

                        $.SUBRULE( $.use );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( StringLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( StringLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( HexLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( HexLiteral );

                    }

ALT(): void

Returns: void

Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( NumberLiteral );

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Calls:

  • $.CONSUME
Code
function () {

                        $.CONSUME( NumberLiteral );

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Calls:

  • $.CONSUME
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function () {

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Calls:

  • $.CONSUME
Code
function () {

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Classes

VRMLLoader

Class Code
class VRMLLoader extends Loader {

    /**
     * Constructs a new VRML loader.
     *
     * @param {LoadingManager} [manager] - The loading manager.
     */
    constructor( manager ) {

        super( manager );

    }

    /**
     * Starts loading from the given URL and passes the loaded VRML asset
     * to the `onLoad()` callback.
     *
     * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
     * @param {function(Scene)} onLoad - Executed when the loading process has been finished.
     * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
     * @param {onErrorCallback} onError - Executed when errors occur.
     */
    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 );

    }

    /**
     * Parses the given VRML data and returns the resulting scene.
     *
     * @param {string} data - The raw VRML data as a string.
     * @param {string} path - The URL base path.
     * @return {Scene} The parsed scene.
     */
    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;

            // 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\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][0-9a-fA-F][0-9a-fA-F][0-9a-fA-F])*"/ } );
            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
            } );

            // 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
            } );

            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 dynamically based on the given base class

            class VRMLToASTVisitor extends BaseVRMLVisitor {

                constructor() {

                    super();

                    this.validateVisitor();

                }

                vrml( 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( ctx ) {

                    return ctx.Version[ 0 ].image;

                }

                node( 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( 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( ctx ) {

                    return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;

                }

                use( ctx ) {

                    return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };

                }

                singleFieldValue( ctx ) {

                    return processField( this, ctx );

                }

                multiFieldValue( ctx ) {

                    return processField( this, ctx );

                }

                route( 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 'Anchor':
                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 '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 'description':
                        // field not supported
                        break;

                    case 'collide':
                        // field not supported
                        break;

                    case 'parameter':
                        // field not supported
                        break;

                    case 'rotation':
                        const axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ).normalize();
                        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;

                    case 'url':
                        // 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 ], SRGBColorSpace );

                }

                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( {
                name: Loader.DEFAULT_MATERIAL_NAME,
                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( {
                        name: Loader.DEFAULT_MATERIAL_NAME,
                        color: 0xffffff,
                        opacity: material.opacity,
                        transparent: material.transparent
                    } );

                    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( {
                        name: Loader.DEFAULT_MATERIAL_NAME,
                        color: 0xffffff,
                        opacity: material.opacity,
                        transparent: material.transparent
                    } );

                    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( {
                                name: Loader.DEFAULT_MATERIAL_NAME,
                                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().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        break;

                    case 'emissiveColor':
                        materialData.emissiveColor = new Color().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        break;

                    case 'shininess':
                        materialData.shininess = fieldValues[ 0 ];
                        break;

                    case 'specularColor':
                        materialData.specularColor = new Color().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        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;
                    color.a = 1;
                    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 ) );
                    color.a = 1;
                    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 textureType = getTextureType( num_components );

                        const data = new Uint8Array( 4 * width * height );

                        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 );

                            const stride = k * 4;

                            data[ stride + 0 ] = color.r;
                            data[ stride + 1 ] = color.g;
                            data[ stride + 2 ] = color.b;
                            data[ stride + 3 ] = color.a;

                        }

                        texture = new DataTexture( data, width, height );
                        texture.colorSpace = SRGBColorSpace;
                        texture.needsUpdate = true;
                        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;
                texture.colorSpace = SRGBColorSpace;

            }

            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 );


                    }

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            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 primitive)
                        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 primitive
                        const expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitive)
                        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 primitive)
                        colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level

                    }

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            //

            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 ) {

                const colorAttribute = new Float32BufferAttribute( color, 3 );
                convertColorsToLinearSRGB( colorAttribute );

                geometry.setAttribute( 'color', colorAttribute );

            }

            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 ) );

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            // 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 definitions 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;

        }

        function convertColorsToLinearSRGB( attribute ) {

            const color = new Color();

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

                color.fromBufferAttribute( attribute, i );

                ColorManagement.colorSpaceToWorking( color, SRGBColorSpace );

                attribute.setXYZ( i, color.r, color.g, color.b );

            }

        }

        /**
         * 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 interpolating 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 );

                ColorManagement.colorSpaceToWorking( color, SRGBColorSpace );

                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;

    }

}

Methods

load(url: string, onLoad: (arg0: Scene) => any, onProgress: onProgressCallback, onError: onErrorCallback): void
Code
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: string, path: string): Scene
Code
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;

            // 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\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][0-9a-fA-F][0-9a-fA-F][0-9a-fA-F])*"/ } );
            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
            } );

            // 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
            } );

            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 dynamically based on the given base class

            class VRMLToASTVisitor extends BaseVRMLVisitor {

                constructor() {

                    super();

                    this.validateVisitor();

                }

                vrml( 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( ctx ) {

                    return ctx.Version[ 0 ].image;

                }

                node( 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( 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( ctx ) {

                    return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;

                }

                use( ctx ) {

                    return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };

                }

                singleFieldValue( ctx ) {

                    return processField( this, ctx );

                }

                multiFieldValue( ctx ) {

                    return processField( this, ctx );

                }

                route( 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 'Anchor':
                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 '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 'description':
                        // field not supported
                        break;

                    case 'collide':
                        // field not supported
                        break;

                    case 'parameter':
                        // field not supported
                        break;

                    case 'rotation':
                        const axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ).normalize();
                        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;

                    case 'url':
                        // 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 ], SRGBColorSpace );

                }

                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( {
                name: Loader.DEFAULT_MATERIAL_NAME,
                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( {
                        name: Loader.DEFAULT_MATERIAL_NAME,
                        color: 0xffffff,
                        opacity: material.opacity,
                        transparent: material.transparent
                    } );

                    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( {
                        name: Loader.DEFAULT_MATERIAL_NAME,
                        color: 0xffffff,
                        opacity: material.opacity,
                        transparent: material.transparent
                    } );

                    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( {
                                name: Loader.DEFAULT_MATERIAL_NAME,
                                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().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        break;

                    case 'emissiveColor':
                        materialData.emissiveColor = new Color().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        break;

                    case 'shininess':
                        materialData.shininess = fieldValues[ 0 ];
                        break;

                    case 'specularColor':
                        materialData.specularColor = new Color().setRGB( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ], SRGBColorSpace );
                        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;
                    color.a = 1;
                    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 ) );
                    color.a = 1;
                    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 textureType = getTextureType( num_components );

                        const data = new Uint8Array( 4 * width * height );

                        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 );

                            const stride = k * 4;

                            data[ stride + 0 ] = color.r;
                            data[ stride + 1 ] = color.g;
                            data[ stride + 2 ] = color.b;
                            data[ stride + 3 ] = color.a;

                        }

                        texture = new DataTexture( data, width, height );
                        texture.colorSpace = SRGBColorSpace;
                        texture.needsUpdate = true;
                        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;
                texture.colorSpace = SRGBColorSpace;

            }

            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 );


                    }

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            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 primitive)
                        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 primitive
                        const expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitive)
                        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 primitive)
                        colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level

                    }

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            //

            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 ) {

                const colorAttribute = new Float32BufferAttribute( color, 3 );
                convertColorsToLinearSRGB( colorAttribute );

                geometry.setAttribute( 'color', colorAttribute );

            }

            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 ) );

                }

                convertColorsToLinearSRGB( colorAttribute );

            }

            // 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 definitions 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;

        }

        function convertColorsToLinearSRGB( attribute ) {

            const color = new Color();

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

                color.fromBufferAttribute( attribute, i );

                ColorManagement.colorSpaceToWorking( color, SRGBColorSpace );

                attribute.setXYZ( i, color.r, color.g, color.b );

            }

        }

        /**
         * 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 interpolating 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 );

                ColorManagement.colorSpaceToWorking( color, SRGBColorSpace );

                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;

    }

VRMLToASTVisitor

Class Code
class VRMLToASTVisitor extends BaseVRMLVisitor {

                constructor() {

                    super();

                    this.validateVisitor();

                }

                vrml( 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( ctx ) {

                    return ctx.Version[ 0 ].image;

                }

                node( 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( 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( ctx ) {

                    return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;

                }

                use( ctx ) {

                    return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };

                }

                singleFieldValue( ctx ) {

                    return processField( this, ctx );

                }

                multiFieldValue( ctx ) {

                    return processField( this, ctx );

                }

                route( ctx ) {

                    const data = {
                        FROM: ctx.RouteIdentifier[ 0 ].image,
                        TO: ctx.RouteIdentifier[ 1 ].image
                    };

                    return data;

                }

            }

Methods

vrml(ctx: any): { version: any; nodes: any[]; routes: any[]; }
Code
vrml( 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(ctx: any): any
Code
version( ctx ) {

                    return ctx.Version[ 0 ].image;

                }
node(ctx: any): { name: any; fields: any[]; }
Code
node( 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(ctx: any): { name: any; type: any; values: any; }
Code
field( 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(ctx: any): any
Code
def( ctx ) {

                    return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;

                }
use(ctx: any): { USE: any; }
Code
use( ctx ) {

                    return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };

                }
singleFieldValue(ctx: any): { type: any; values: any[]; }
Code
singleFieldValue( ctx ) {

                    return processField( this, ctx );

                }
multiFieldValue(ctx: any): { type: any; values: any[]; }
Code
multiFieldValue( ctx ) {

                    return processField( this, ctx );

                }
route(ctx: any): { FROM: any; TO: any; }
Code
route( ctx ) {

                    const data = {
                        FROM: ctx.RouteIdentifier[ 0 ].image,
                        TO: ctx.RouteIdentifier[ 1 ].image
                    };

                    return data;

                }

VRMLLexer

Class Code
class VRMLLexer {

    constructor( tokens ) {

        this.lexer = new chevrotain.Lexer( tokens );

    }

    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;

    }

}

Methods

lex(inputText: any): any
Code
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;

    }

VRMLParser

Class Code
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();

    }

}

Face

Class Code
class Face {

    constructor( a, b, c ) {

        this.a = a;
        this.b = b;
        this.c = c;
        this.normal = new Vector3();

    }

}