3538 lines
		
	
	
		
			72 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			3538 lines
		
	
	
		
			72 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									BackSide,
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									BoxGeometry,
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									BufferAttribute,
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									BufferGeometry,
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									ClampToEdgeWrapping,
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									Color,
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									ConeGeometry,
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									CylinderGeometry,
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									DataTexture,
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									DoubleSide,
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									FileLoader,
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									Float32BufferAttribute,
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									FrontSide,
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									Group,
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									LineBasicMaterial,
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									LineSegments,
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									Loader,
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									LoaderUtils,
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									Mesh,
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									MeshBasicMaterial,
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									MeshPhongMaterial,
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									Object3D,
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									Points,
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									PointsMaterial,
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									Quaternion,
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									RepeatWrapping,
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									Scene,
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									ShapeUtils,
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									SphereGeometry,
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									SRGBColorSpace,
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									TextureLoader,
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									Vector2,
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									Vector3
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								} from 'three';
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								import chevrotain from '../libs/chevrotain.module.min.js';
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								class VRMLLoader extends Loader {
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									constructor( manager ) {
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										super( manager );
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									}
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									load( url, onLoad, onProgress, onError ) {
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										const scope = this;
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										const path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
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										const loader = new FileLoader( scope.manager );
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										loader.setPath( scope.path );
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										loader.setRequestHeader( scope.requestHeader );
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										loader.setWithCredentials( scope.withCredentials );
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										loader.load( url, function ( text ) {
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											try {
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												onLoad( scope.parse( text, path ) );
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											} catch ( e ) {
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												if ( onError ) {
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													onError( e );
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												} else {
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													console.error( e );
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												}
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												scope.manager.itemError( url );
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											}
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										}, onProgress, onError );
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									}
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									parse( data, path ) {
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										const nodeMap = {};
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										function generateVRMLTree( data ) {
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											// create lexer, parser and visitor
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											const tokenData = createTokens();
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											const lexer = new VRMLLexer( tokenData.tokens );
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											const parser = new VRMLParser( tokenData.tokenVocabulary );
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											const visitor = createVisitor( parser.getBaseCstVisitorConstructor() );
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											// lexing
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											const lexingResult = lexer.lex( data );
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											parser.input = lexingResult.tokens;
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											// parsing
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											const cstOutput = parser.vrml();
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											if ( parser.errors.length > 0 ) {
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												console.error( parser.errors );
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												throw Error( 'THREE.VRMLLoader: Parsing errors detected.' );
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											}
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											// actions
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											const ast = visitor.visit( cstOutput );
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											return ast;
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										}
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										function createTokens() {
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											const createToken = chevrotain.createToken;
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											// from http://gun.teipir.gr/VRML-amgem/spec/part1/concepts.html#SyntaxBasics
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											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]*/ } );
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											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 } );
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											// from http://gun.teipir.gr/VRML-amgem/spec/part1/nodesRef.html
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											const nodeTypes = [
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												'Anchor', 'Billboard', 'Collision', 'Group', 'Transform', // grouping nodes
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												'Inline', 'LOD', 'Switch', // special groups
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												'AudioClip', 'DirectionalLight', 'PointLight', 'Script', 'Shape', 'Sound', 'SpotLight', 'WorldInfo', // common nodes
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												'CylinderSensor', 'PlaneSensor', 'ProximitySensor', 'SphereSensor', 'TimeSensor', 'TouchSensor', 'VisibilitySensor', // sensors
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												'Box', 'Cone', 'Cylinder', 'ElevationGrid', 'Extrusion', 'IndexedFaceSet', 'IndexedLineSet', 'PointSet', 'Sphere', // geometries
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												'Color', 'Coordinate', 'Normal', 'TextureCoordinate', // geometric properties
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												'Appearance', 'FontStyle', 'ImageTexture', 'Material', 'MovieTexture', 'PixelTexture', 'TextureTransform', // appearance
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												'ColorInterpolator', 'CoordinateInterpolator', 'NormalInterpolator', 'OrientationInterpolator', 'PositionInterpolator', 'ScalarInterpolator', // interpolators
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												'Background', 'Fog', 'NavigationInfo', 'Viewpoint', // bindable nodes
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												'Text' // Text must be placed at the end of the regex so there are no matches for TextureTransform and TextureCoordinate
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											];
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											//
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											const Version = createToken( {
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												name: 'Version',
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												pattern: /#VRML.*/,
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												longer_alt: Identifier
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											} );
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											const NodeName = createToken( {
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												name: 'NodeName',
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												pattern: new RegExp( nodeTypes.join( '|' ) ),
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												longer_alt: Identifier
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											} );
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											const DEF = createToken( {
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												name: 'DEF',
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												pattern: /DEF/,
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												longer_alt: Identifier
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											} );
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											const USE = createToken( {
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												name: 'USE',
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												pattern: /USE/,
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												longer_alt: Identifier
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											} );
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											const ROUTE = createToken( {
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												name: 'ROUTE',
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												pattern: /ROUTE/,
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												longer_alt: Identifier
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											} );
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											const TO = createToken( {
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												name: 'TO',
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												pattern: /TO/,
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												longer_alt: Identifier
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											} );
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											//
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											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])*"/ } );
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											const HexLiteral = createToken( { name: 'HexLiteral', pattern: /0[xX][0-9a-fA-F]+/ } );
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											const NumberLiteral = createToken( { name: 'NumberLiteral', pattern: /[-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?/ } );
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											const TrueLiteral = createToken( { name: 'TrueLiteral', pattern: /TRUE/ } );
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											const FalseLiteral = createToken( { name: 'FalseLiteral', pattern: /FALSE/ } );
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											const NullLiteral = createToken( { name: 'NullLiteral', pattern: /NULL/ } );
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											const LSquare = createToken( { name: 'LSquare', pattern: /\[/ } );
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											const RSquare = createToken( { name: 'RSquare', pattern: /]/ } );
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											const LCurly = createToken( { name: 'LCurly', pattern: /{/ } );
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											const RCurly = createToken( { name: 'RCurly', pattern: /}/ } );
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											const Comment = createToken( {
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												name: 'Comment',
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												pattern: /#.*/,
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												group: chevrotain.Lexer.SKIPPED
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											} );
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											// commas, blanks, tabs, newlines and carriage returns are whitespace characters wherever they appear outside of string fields
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											const WhiteSpace = createToken( {
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												name: 'WhiteSpace',
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												pattern: /[ ,\s]/,
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												group: chevrotain.Lexer.SKIPPED
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											} );
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											const tokens = [
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												WhiteSpace,
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												// keywords appear before the Identifier
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												NodeName,
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												DEF,
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												USE,
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												ROUTE,
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												TO,
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												TrueLiteral,
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												FalseLiteral,
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												NullLiteral,
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												// the Identifier must appear after the keywords because all keywords are valid identifiers
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												Version,
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												Identifier,
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												RouteIdentifier,
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												StringLiteral,
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												HexLiteral,
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												NumberLiteral,
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												LSquare,
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												RSquare,
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												LCurly,
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												RCurly,
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												Comment
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											];
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											const tokenVocabulary = {};
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											for ( let i = 0, l = tokens.length; i < l; i ++ ) {
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												const token = tokens[ i ];
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												tokenVocabulary[ token.name ] = token;
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											}
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											return { tokens: tokens, tokenVocabulary: tokenVocabulary };
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										}
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										function createVisitor( BaseVRMLVisitor ) {
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											// the visitor is created dynmaically based on the given base class
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											class VRMLToASTVisitor extends BaseVRMLVisitor {
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												constructor() {
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													super();
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													this.validateVisitor();
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												}
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												vrml( ctx ) {
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													const data = {
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														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 ] );
							 | 
						||
| 
								 | 
							
													skyMaterial.color.convertSRGBToLinear();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												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( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
							 | 
						||
| 
								 | 
							
														materialData.diffuseColor.convertSRGBToLinear();
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case 'emissiveColor':
							 | 
						||
| 
								 | 
							
														materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
							 | 
						||
| 
								 | 
							
														materialData.emissiveColor.convertSRGBToLinear();
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case 'shininess':
							 | 
						||
| 
								 | 
							
														materialData.shininess = fieldValues[ 0 ];
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case 'specularColor':
							 | 
						||
| 
								 | 
							
														materialData.specularColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
							 | 
						||
| 
								 | 
							
														materialData.specularColor.convertSRGBToLinear();
							 | 
						||
| 
								 | 
							
														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 primitve)
							 | 
						||
| 
								 | 
							
														colorAttribute = computeAttributeFromIndexedData( expandedLineIndex, expandedColorIndex, color, 3 ); // compute data on vertex level
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// if the colorIndex field is empty, then the colors are applied to each polyline of the IndexedLineSet in order.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														colorAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( color, 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( colorIndex.length > 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// if the colorIndex field is not empty, then colors are applied to each vertex of the IndexedLineSet
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const flattenLineColors = flattenData( color, colorIndex ); // compute colors for each VRML primitve
							 | 
						||
| 
								 | 
							
														const expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitve)
							 | 
						||
| 
								 | 
							
														colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const expandedLineColors = expandLineData( color, coordIndex ); // compute colors for each line segment (rendering primitve)
							 | 
						||
| 
								 | 
							
														colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												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 defintions can have more than three vertices, it's necessary to
							 | 
						||
| 
								 | 
							
											// perform a simple triangulation
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let start = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = index.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const i1 = index[ start ];
							 | 
						||
| 
								 | 
							
												const i2 = index[ i + ( ccw ? 1 : 2 ) ];
							 | 
						||
| 
								 | 
							
												const i3 = index[ i + ( ccw ? 2 : 1 ) ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												indices.push( i1, i2, i3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// an index of -1 indicates that the current face has ended and the next one begins
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( index[ i + 3 ] === - 1 || i + 3 >= l ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													i += 3;
							 | 
						||
| 
								 | 
							
													start = i + 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return indices;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function triangulateFaceData( data, index ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const triangulatedData = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let start = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = index.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const stride = start * 3;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const x = data[ stride ];
							 | 
						||
| 
								 | 
							
												const y = data[ stride + 1 ];
							 | 
						||
| 
								 | 
							
												const z = data[ stride + 2 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												triangulatedData.push( x, y, z );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// an index of -1 indicates that the current face has ended and the next one begins
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( index[ i + 3 ] === - 1 || i + 3 >= l ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													i += 3;
							 | 
						||
| 
								 | 
							
													start ++;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return triangulatedData;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function flattenData( data, index ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const flattenData = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = index.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const i1 = index[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const stride = i1 * 3;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const x = data[ stride ];
							 | 
						||
| 
								 | 
							
												const y = data[ stride + 1 ];
							 | 
						||
| 
								 | 
							
												const z = data[ stride + 2 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												flattenData.push( x, y, z );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return flattenData;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function expandLineIndex( index ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const indices = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = index.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const i1 = index[ i ];
							 | 
						||
| 
								 | 
							
												const i2 = index[ i + 1 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												indices.push( i1, i2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// an index of -1 indicates that the current line has ended and the next one begins
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( index[ i + 2 ] === - 1 || i + 2 >= l ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													i += 2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return indices;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function expandLineData( data, index ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const triangulatedData = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let start = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = index.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const stride = start * 3;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const x = data[ stride ];
							 | 
						||
| 
								 | 
							
												const y = data[ stride + 1 ];
							 | 
						||
| 
								 | 
							
												const z = data[ stride + 2 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												triangulatedData.push( x, y, z );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// an index of -1 indicates that the current line has ended and the next one begins
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( index[ i + 2 ] === - 1 || i + 2 >= l ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													i += 2;
							 | 
						||
| 
								 | 
							
													start ++;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return triangulatedData;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const vA = new Vector3();
							 | 
						||
| 
								 | 
							
										const vB = new Vector3();
							 | 
						||
| 
								 | 
							
										const vC = new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const uvA = new Vector2();
							 | 
						||
| 
								 | 
							
										const uvB = new Vector2();
							 | 
						||
| 
								 | 
							
										const uvC = new Vector2();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function computeAttributeFromIndexedData( coordIndex, index, data, itemSize ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const array = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// we use the coordIndex.length as delimiter since normalIndex must contain at least as many indices
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = coordIndex.length; i < l; i += 3 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const a = index[ i ];
							 | 
						||
| 
								 | 
							
												const b = index[ i + 1 ];
							 | 
						||
| 
								 | 
							
												const c = index[ i + 2 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( itemSize === 2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													uvA.fromArray( data, a * itemSize );
							 | 
						||
| 
								 | 
							
													uvB.fromArray( data, b * itemSize );
							 | 
						||
| 
								 | 
							
													uvC.fromArray( data, c * itemSize );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													array.push( uvA.x, uvA.y );
							 | 
						||
| 
								 | 
							
													array.push( uvB.x, uvB.y );
							 | 
						||
| 
								 | 
							
													array.push( uvC.x, uvC.y );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													vA.fromArray( data, a * itemSize );
							 | 
						||
| 
								 | 
							
													vB.fromArray( data, b * itemSize );
							 | 
						||
| 
								 | 
							
													vC.fromArray( data, c * itemSize );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													array.push( vA.x, vA.y, vA.z );
							 | 
						||
| 
								 | 
							
													array.push( vB.x, vB.y, vB.z );
							 | 
						||
| 
								 | 
							
													array.push( vC.x, vC.y, vC.z );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return new Float32BufferAttribute( array, itemSize );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function computeAttributeFromFaceData( index, faceData ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const array = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, j = 0, l = index.length; i < l; i += 3, j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vA.fromArray( faceData, j * 3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												array.push( vA.x, vA.y, vA.z );
							 | 
						||
| 
								 | 
							
												array.push( vA.x, vA.y, vA.z );
							 | 
						||
| 
								 | 
							
												array.push( vA.x, vA.y, vA.z );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return new Float32BufferAttribute( array, 3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function computeAttributeFromLineData( index, lineData ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const array = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, j = 0, l = index.length; i < l; i += 2, j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vA.fromArray( lineData, j * 3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												array.push( vA.x, vA.y, vA.z );
							 | 
						||
| 
								 | 
							
												array.push( vA.x, vA.y, vA.z );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return new Float32BufferAttribute( array, 3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function toNonIndexedAttribute( indices, attribute ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const array = attribute.array;
							 | 
						||
| 
								 | 
							
											const itemSize = attribute.itemSize;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const array2 = new array.constructor( indices.length * itemSize );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let index = 0, index2 = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = indices.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												index = indices[ i ] * itemSize;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let j = 0; j < itemSize; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													array2[ index2 ++ ] = array[ index ++ ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return new Float32BufferAttribute( array2, itemSize );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const ab = new Vector3();
							 | 
						||
| 
								 | 
							
										const cb = new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function computeNormalAttribute( index, coord, creaseAngle ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const faces = [];
							 | 
						||
| 
								 | 
							
											const vertexNormals = {};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// prepare face and raw vertex normals
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = index.length; i < l; i += 3 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const a = index[ i ];
							 | 
						||
| 
								 | 
							
												const b = index[ i + 1 ];
							 | 
						||
| 
								 | 
							
												const c = index[ i + 2 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const face = new Face( a, b, c );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vA.fromArray( coord, a * 3 );
							 | 
						||
| 
								 | 
							
												vB.fromArray( coord, b * 3 );
							 | 
						||
| 
								 | 
							
												vC.fromArray( coord, c * 3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												cb.subVectors( vC, vB );
							 | 
						||
| 
								 | 
							
												ab.subVectors( vA, vB );
							 | 
						||
| 
								 | 
							
												cb.cross( ab );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												cb.normalize();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												face.normal.copy( cb );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( vertexNormals[ a ] === undefined ) vertexNormals[ a ] = [];
							 | 
						||
| 
								 | 
							
												if ( vertexNormals[ b ] === undefined ) vertexNormals[ b ] = [];
							 | 
						||
| 
								 | 
							
												if ( vertexNormals[ c ] === undefined ) vertexNormals[ c ] = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vertexNormals[ a ].push( face.normal );
							 | 
						||
| 
								 | 
							
												vertexNormals[ b ].push( face.normal );
							 | 
						||
| 
								 | 
							
												vertexNormals[ c ].push( face.normal );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												faces.push( face );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// compute vertex normals and build final geometry
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const normals = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = faces.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const face = faces[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const nA = weightedNormal( vertexNormals[ face.a ], face.normal, creaseAngle );
							 | 
						||
| 
								 | 
							
												const nB = weightedNormal( vertexNormals[ face.b ], face.normal, creaseAngle );
							 | 
						||
| 
								 | 
							
												const nC = weightedNormal( vertexNormals[ face.c ], face.normal, creaseAngle );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vA.fromArray( coord, face.a * 3 );
							 | 
						||
| 
								 | 
							
												vB.fromArray( coord, face.b * 3 );
							 | 
						||
| 
								 | 
							
												vC.fromArray( coord, face.c * 3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												normals.push( nA.x, nA.y, nA.z );
							 | 
						||
| 
								 | 
							
												normals.push( nB.x, nB.y, nB.z );
							 | 
						||
| 
								 | 
							
												normals.push( nC.x, nC.y, nC.z );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return new Float32BufferAttribute( normals, 3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function weightedNormal( normals, vector, creaseAngle ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const normal = new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( creaseAngle === 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												normal.copy( vector );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0, l = normals.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( normals[ i ].angleTo( vector ) < creaseAngle ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														normal.add( normals[ i ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return normal.normalize();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function toColorArray( colors ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const array = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = colors.length; i < l; i += 3 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												array.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return array;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function convertColorsToLinearSRGB( attribute ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const color = new Color();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < attribute.count; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												color.fromBufferAttribute( attribute, i );
							 | 
						||
| 
								 | 
							
												color.convertSRGBToLinear();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												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 interpolationg up from
							 | 
						||
| 
								 | 
							
										 * the Nadir i.e. interpolating the groundColor, the directionIsDown is false.
							 | 
						||
| 
								 | 
							
										 *
							 | 
						||
| 
								 | 
							
										 * The first angle is never specified, it is the Zenith (0 rad). Angles are specified
							 | 
						||
| 
								 | 
							
										 * in radians. The geometry is thought a sphere, but could be anything. The color interpolation
							 | 
						||
| 
								 | 
							
										 * is linear along the Y axis in any case.
							 | 
						||
| 
								 | 
							
										 *
							 | 
						||
| 
								 | 
							
										 * You must specify one more color than you have angles at the beginning of the colors array.
							 | 
						||
| 
								 | 
							
										 * This is the color of the Zenith (the top of the shape).
							 | 
						||
| 
								 | 
							
										 *
							 | 
						||
| 
								 | 
							
										 * @param {BufferGeometry} geometry
							 | 
						||
| 
								 | 
							
										 * @param {number} radius
							 | 
						||
| 
								 | 
							
										 * @param {array} angles
							 | 
						||
| 
								 | 
							
										 * @param {array} colors
							 | 
						||
| 
								 | 
							
										 * @param {boolean} topDown - Whether to work top down or bottom up.
							 | 
						||
| 
								 | 
							
										 */
							 | 
						||
| 
								 | 
							
										function paintFaces( geometry, radius, angles, colors, topDown ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// compute threshold values
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const thresholds = [];
							 | 
						||
| 
								 | 
							
											const startAngle = ( topDown === true ) ? 0 : Math.PI;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = colors.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												let angle = ( i === 0 ) ? 0 : angles[ i - 1 ];
							 | 
						||
| 
								 | 
							
												angle = ( topDown === true ) ? angle : ( startAngle - angle );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const point = new Vector3();
							 | 
						||
| 
								 | 
							
												point.setFromSphericalCoords( radius, angle, 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												thresholds.push( point );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// generate vertex colors
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const indices = geometry.index;
							 | 
						||
| 
								 | 
							
											const positionAttribute = geometry.attributes.position;
							 | 
						||
| 
								 | 
							
											const colorAttribute = new BufferAttribute( new Float32Array( geometry.attributes.position.count * 3 ), 3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const position = new Vector3();
							 | 
						||
| 
								 | 
							
											const color = new Color();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < indices.count; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const index = indices.getX( i );
							 | 
						||
| 
								 | 
							
												position.fromBufferAttribute( positionAttribute, index );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												let thresholdIndexA, thresholdIndexB;
							 | 
						||
| 
								 | 
							
												let t = 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let j = 1; j < thresholds.length; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													thresholdIndexA = j - 1;
							 | 
						||
| 
								 | 
							
													thresholdIndexB = j;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const thresholdA = thresholds[ thresholdIndexA ];
							 | 
						||
| 
								 | 
							
													const thresholdB = thresholds[ thresholdIndexB ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( topDown === true ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// interpolation for sky color
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( position.y <= thresholdA.y && position.y > thresholdB.y ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// interpolation for ground color
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( position.y >= thresholdA.y && position.y < thresholdB.y ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const colorA = colors[ thresholdIndexA ];
							 | 
						||
| 
								 | 
							
												const colorB = colors[ thresholdIndexB ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												color.copy( colorA ).lerp( colorB, t ).convertSRGBToLinear();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												colorAttribute.setXYZ( index, color.r, color.g, color.b );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											geometry.setAttribute( 'color', colorAttribute );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const textureLoader = new TextureLoader( this.manager );
							 | 
						||
| 
								 | 
							
										textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// check version (only 2.0 is supported)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( data.indexOf( '#VRML V2.0' ) === - 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											throw Error( 'THREE.VRMLLexer: Version of VRML asset not supported.' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// create JSON representing the tree structure of the VRML asset
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const tree = generateVRMLTree( data );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// parse the tree structure to a three.js scene
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const scene = parseTree( tree );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return scene;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class VRMLLexer {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( tokens ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.lexer = new chevrotain.Lexer( tokens );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									lex( inputText ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const lexingResult = this.lexer.tokenize( inputText );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( lexingResult.errors.length > 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											console.error( lexingResult.errors );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											throw Error( 'THREE.VRMLLexer: Lexing errors detected.' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return lexingResult;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								const CstParser = chevrotain.CstParser;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class VRMLParser extends CstParser {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( tokenVocabulary ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super( tokenVocabulary );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const $ = this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const Version = tokenVocabulary[ 'Version' ];
							 | 
						||
| 
								 | 
							
										const LCurly = tokenVocabulary[ 'LCurly' ];
							 | 
						||
| 
								 | 
							
										const RCurly = tokenVocabulary[ 'RCurly' ];
							 | 
						||
| 
								 | 
							
										const LSquare = tokenVocabulary[ 'LSquare' ];
							 | 
						||
| 
								 | 
							
										const RSquare = tokenVocabulary[ 'RSquare' ];
							 | 
						||
| 
								 | 
							
										const Identifier = tokenVocabulary[ 'Identifier' ];
							 | 
						||
| 
								 | 
							
										const RouteIdentifier = tokenVocabulary[ 'RouteIdentifier' ];
							 | 
						||
| 
								 | 
							
										const StringLiteral = tokenVocabulary[ 'StringLiteral' ];
							 | 
						||
| 
								 | 
							
										const HexLiteral = tokenVocabulary[ 'HexLiteral' ];
							 | 
						||
| 
								 | 
							
										const NumberLiteral = tokenVocabulary[ 'NumberLiteral' ];
							 | 
						||
| 
								 | 
							
										const TrueLiteral = tokenVocabulary[ 'TrueLiteral' ];
							 | 
						||
| 
								 | 
							
										const FalseLiteral = tokenVocabulary[ 'FalseLiteral' ];
							 | 
						||
| 
								 | 
							
										const NullLiteral = tokenVocabulary[ 'NullLiteral' ];
							 | 
						||
| 
								 | 
							
										const DEF = tokenVocabulary[ 'DEF' ];
							 | 
						||
| 
								 | 
							
										const USE = tokenVocabulary[ 'USE' ];
							 | 
						||
| 
								 | 
							
										const ROUTE = tokenVocabulary[ 'ROUTE' ];
							 | 
						||
| 
								 | 
							
										const TO = tokenVocabulary[ 'TO' ];
							 | 
						||
| 
								 | 
							
										const NodeName = tokenVocabulary[ 'NodeName' ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										$.RULE( 'vrml', function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.SUBRULE( $.version );
							 | 
						||
| 
								 | 
							
											$.AT_LEAST_ONE( function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												$.SUBRULE( $.node );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
											$.MANY( function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												$.SUBRULE( $.route );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										$.RULE( 'version', function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.CONSUME( Version );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										$.RULE( 'node', function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.OPTION( function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												$.SUBRULE( $.def );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.CONSUME( NodeName );
							 | 
						||
| 
								 | 
							
											$.CONSUME( LCurly );
							 | 
						||
| 
								 | 
							
											$.MANY( function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												$.SUBRULE( $.field );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
											$.CONSUME( RCurly );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										$.RULE( 'field', function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.CONSUME( Identifier );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.OR2( [
							 | 
						||
| 
								 | 
							
												{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													$.SUBRULE( $.singleFieldValue );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} },
							 | 
						||
| 
								 | 
							
												{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													$.SUBRULE( $.multiFieldValue );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} }
							 | 
						||
| 
								 | 
							
											] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										$.RULE( 'def', function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.CONSUME( DEF );
							 | 
						||
| 
								 | 
							
											$.OR( [
							 | 
						||
| 
								 | 
							
												{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													$.CONSUME( Identifier );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} },
							 | 
						||
| 
								 | 
							
												{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													$.CONSUME( NodeName );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} }
							 | 
						||
| 
								 | 
							
											] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										$.RULE( 'use', function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.CONSUME( USE );
							 | 
						||
| 
								 | 
							
											$.OR( [
							 | 
						||
| 
								 | 
							
												{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													$.CONSUME( Identifier );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} },
							 | 
						||
| 
								 | 
							
												{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													$.CONSUME( NodeName );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} }
							 | 
						||
| 
								 | 
							
											] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										$.RULE( 'singleFieldValue', function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.AT_LEAST_ONE( function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												$.OR( [
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.SUBRULE( $.node );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.SUBRULE( $.use );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.CONSUME( StringLiteral );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.CONSUME( HexLiteral );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.CONSUME( NumberLiteral );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.CONSUME( TrueLiteral );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.CONSUME( FalseLiteral );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.CONSUME( NullLiteral );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} }
							 | 
						||
| 
								 | 
							
												] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										$.RULE( 'multiFieldValue', function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.CONSUME( LSquare );
							 | 
						||
| 
								 | 
							
											$.MANY( function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												$.OR( [
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.SUBRULE( $.node );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.SUBRULE( $.use );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.CONSUME( StringLiteral );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.CONSUME( HexLiteral );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.CONSUME( NumberLiteral );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} },
							 | 
						||
| 
								 | 
							
													{ ALT: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														$.CONSUME( NullLiteral );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} }
							 | 
						||
| 
								 | 
							
												] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
											$.CONSUME( RSquare );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										$.RULE( 'route', function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											$.CONSUME( ROUTE );
							 | 
						||
| 
								 | 
							
											$.CONSUME( RouteIdentifier );
							 | 
						||
| 
								 | 
							
											$.CONSUME( TO );
							 | 
						||
| 
								 | 
							
											$.CONSUME2( RouteIdentifier );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.performSelfAnalysis();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class Face {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( a, b, c ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.a = a;
							 | 
						||
| 
								 | 
							
										this.b = b;
							 | 
						||
| 
								 | 
							
										this.c = c;
							 | 
						||
| 
								 | 
							
										this.normal = new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								const TEXTURE_TYPE = {
							 | 
						||
| 
								 | 
							
									INTENSITY: 1,
							 | 
						||
| 
								 | 
							
									INTENSITY_ALPHA: 2,
							 | 
						||
| 
								 | 
							
									RGB: 3,
							 | 
						||
| 
								 | 
							
									RGBA: 4
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { VRMLLoader };
							 |