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authoruser@node5.net <user@node5.net>2026-08-16 21:15:48 +0200
committeruser@node5.net <user@node5.net>2026-08-16 21:18:39 +0200
commit6085a754b4052c2bd803b1805f1461d9134a9b31 (patch)
tree149a8a12c184c4123af1ac9e8a8f2e28f77f6eee /Keyboard V2 - Part 2 - PCB/pcb/VRMLLoader.js
parent3e7f2510bf76d44f0c2940db5588405399a80945 (diff)
keyboard V2 - split into two parts, prototype, pcb. Re-order PCB articleHEADmaster
V2 keyboard was left as a clutter, re-work it. Add a new article for the PCB part that was never properly documented.
Diffstat (limited to 'Keyboard V2 - Part 2 - PCB/pcb/VRMLLoader.js')
-rw-r--r--Keyboard V2 - Part 2 - PCB/pcb/VRMLLoader.js3537
1 files changed, 3537 insertions, 0 deletions
diff --git a/Keyboard V2 - Part 2 - PCB/pcb/VRMLLoader.js b/Keyboard V2 - Part 2 - PCB/pcb/VRMLLoader.js
new file mode 100644
index 0000000..c04a318
--- /dev/null
+++ b/Keyboard V2 - Part 2 - PCB/pcb/VRMLLoader.js
@@ -0,0 +1,3537 @@
+import {
+ BackSide,
+ BoxGeometry,
+ BufferAttribute,
+ BufferGeometry,
+ ClampToEdgeWrapping,
+ Color,
+ ConeGeometry,
+ CylinderGeometry,
+ DataTexture,
+ DoubleSide,
+ FileLoader,
+ Float32BufferAttribute,
+ FrontSide,
+ Group,
+ LineBasicMaterial,
+ LineSegments,
+ Loader,
+ LoaderUtils,
+ Mesh,
+ MeshBasicMaterial,
+ MeshPhongMaterial,
+ Object3D,
+ Points,
+ PointsMaterial,
+ Quaternion,
+ RepeatWrapping,
+ Scene,
+ ShapeUtils,
+ SphereGeometry,
+ SRGBColorSpace,
+ TextureLoader,
+ Vector2,
+ Vector3
+} from 'three';
+import chevrotain from './chevrotain.module.min.js';
+
+
+class VRMLLoader extends Loader {
+
+ constructor( manager ) {
+
+ super( manager );
+
+ }
+
+ load( url, onLoad, onProgress, onError ) {
+
+ const scope = this;
+
+ const path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
+
+ const loader = new FileLoader( scope.manager );
+ loader.setPath( scope.path );
+ loader.setRequestHeader( scope.requestHeader );
+ loader.setWithCredentials( scope.withCredentials );
+ loader.load( url, function ( text ) {
+
+ try {
+
+ onLoad( scope.parse( text, path ) );
+
+ } catch ( e ) {
+
+ if ( onError ) {
+
+ onError( e );
+
+ } else {
+
+ console.error( e );
+
+ }
+
+ scope.manager.itemError( url );
+
+ }
+
+ }, onProgress, onError );
+
+ }
+
+ parse( data, path ) {
+
+ const nodeMap = {};
+
+ function generateVRMLTree( data ) {
+
+ // create lexer, parser and visitor
+
+ const tokenData = createTokens();
+
+ const lexer = new VRMLLexer( tokenData.tokens );
+ const parser = new VRMLParser( tokenData.tokenVocabulary );
+ const visitor = createVisitor( parser.getBaseCstVisitorConstructor() );
+
+ // lexing
+
+ const lexingResult = lexer.lex( data );
+ parser.input = lexingResult.tokens;
+
+ // parsing
+
+ const cstOutput = parser.vrml();
+
+ if ( parser.errors.length > 0 ) {
+
+ console.error( parser.errors );
+
+ throw Error( 'THREE.VRMLLoader: Parsing errors detected.' );
+
+ }
+
+ // actions
+
+ const ast = visitor.visit( cstOutput );
+
+ return ast;
+
+ }
+
+ function createTokens() {
+
+ const createToken = chevrotain.createToken;
+
+ // from http://gun.teipir.gr/VRML-amgem/spec/part1/concepts.html#SyntaxBasics
+
+ const RouteIdentifier = createToken( { name: 'RouteIdentifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*[\.][^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*/ } );
+ const Identifier = createToken( { name: 'Identifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]([^\0-\x20\x22\x27\x23\x2b\x2c\x2e\x5b\x5d\x5c\x7b\x7d])*/, longer_alt: RouteIdentifier } );
+
+ // from http://gun.teipir.gr/VRML-amgem/spec/part1/nodesRef.html
+
+ const nodeTypes = [
+ 'Anchor', 'Billboard', 'Collision', 'Group', 'Transform', // grouping nodes
+ 'Inline', 'LOD', 'Switch', // special groups
+ 'AudioClip', 'DirectionalLight', 'PointLight', 'Script', 'Shape', 'Sound', 'SpotLight', 'WorldInfo', // common nodes
+ 'CylinderSensor', 'PlaneSensor', 'ProximitySensor', 'SphereSensor', 'TimeSensor', 'TouchSensor', 'VisibilitySensor', // sensors
+ 'Box', 'Cone', 'Cylinder', 'ElevationGrid', 'Extrusion', 'IndexedFaceSet', 'IndexedLineSet', 'PointSet', 'Sphere', // geometries
+ 'Color', 'Coordinate', 'Normal', 'TextureCoordinate', // geometric properties
+ 'Appearance', 'FontStyle', 'ImageTexture', 'Material', 'MovieTexture', 'PixelTexture', 'TextureTransform', // appearance
+ 'ColorInterpolator', 'CoordinateInterpolator', 'NormalInterpolator', 'OrientationInterpolator', 'PositionInterpolator', 'ScalarInterpolator', // interpolators
+ 'Background', 'Fog', 'NavigationInfo', 'Viewpoint', // bindable nodes
+ 'Text' // Text must be placed at the end of the regex so there are no matches for TextureTransform and TextureCoordinate
+ ];
+
+ //
+
+ const Version = createToken( {
+ name: 'Version',
+ pattern: /#VRML.*/,
+ longer_alt: Identifier
+ } );
+
+ const NodeName = createToken( {
+ name: 'NodeName',
+ pattern: new RegExp( nodeTypes.join( '|' ) ),
+ longer_alt: Identifier
+ } );
+
+ const DEF = createToken( {
+ name: 'DEF',
+ pattern: /DEF/,
+ longer_alt: Identifier
+ } );
+
+ const USE = createToken( {
+ name: 'USE',
+ pattern: /USE/,
+ longer_alt: Identifier
+ } );
+
+ const ROUTE = createToken( {
+ name: 'ROUTE',
+ pattern: /ROUTE/,
+ longer_alt: Identifier
+ } );
+
+ const TO = createToken( {
+ name: 'TO',
+ pattern: /TO/,
+ longer_alt: Identifier
+ } );
+
+ //
+
+ const StringLiteral = createToken( { name: 'StringLiteral', pattern: /"(?:[^\\"\n\r]|\\[bfnrtv"\\/]|\\u[0-9a-fA-F][0-9a-fA-F][0-9a-fA-F][0-9a-fA-F])*"/ } );
+ const HexLiteral = createToken( { name: 'HexLiteral', pattern: /0[xX][0-9a-fA-F]+/ } );
+ const NumberLiteral = createToken( { name: 'NumberLiteral', pattern: /[-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?/ } );
+ const TrueLiteral = createToken( { name: 'TrueLiteral', pattern: /TRUE/ } );
+ const FalseLiteral = createToken( { name: 'FalseLiteral', pattern: /FALSE/ } );
+ const NullLiteral = createToken( { name: 'NullLiteral', pattern: /NULL/ } );
+ const LSquare = createToken( { name: 'LSquare', pattern: /\[/ } );
+ const RSquare = createToken( { name: 'RSquare', pattern: /]/ } );
+ const LCurly = createToken( { name: 'LCurly', pattern: /{/ } );
+ const RCurly = createToken( { name: 'RCurly', pattern: /}/ } );
+ const Comment = createToken( {
+ name: 'Comment',
+ pattern: /#.*/,
+ group: chevrotain.Lexer.SKIPPED
+ } );
+
+ // commas, blanks, tabs, newlines and carriage returns are whitespace characters wherever they appear outside of string fields
+
+ const WhiteSpace = createToken( {
+ name: 'WhiteSpace',
+ pattern: /[ ,\s]/,
+ group: chevrotain.Lexer.SKIPPED
+ } );
+
+ const tokens = [
+ WhiteSpace,
+ // keywords appear before the Identifier
+ NodeName,
+ DEF,
+ USE,
+ ROUTE,
+ TO,
+ TrueLiteral,
+ FalseLiteral,
+ NullLiteral,
+ // the Identifier must appear after the keywords because all keywords are valid identifiers
+ Version,
+ Identifier,
+ RouteIdentifier,
+ StringLiteral,
+ HexLiteral,
+ NumberLiteral,
+ LSquare,
+ RSquare,
+ LCurly,
+ RCurly,
+ Comment
+ ];
+
+ const tokenVocabulary = {};
+
+ for ( let i = 0, l = tokens.length; i < l; i ++ ) {
+
+ const token = tokens[ i ];
+
+ tokenVocabulary[ token.name ] = token;
+
+ }
+
+ return { tokens: tokens, tokenVocabulary: tokenVocabulary };
+
+ }
+
+
+ function createVisitor( BaseVRMLVisitor ) {
+
+ // the visitor is created dynmaically based on the given base class
+
+ class VRMLToASTVisitor extends BaseVRMLVisitor {
+
+ constructor() {
+
+ super();
+
+ this.validateVisitor();
+
+ }
+
+ vrml( ctx ) {
+
+ const data = {
+ version: this.visit( ctx.version ),
+ nodes: [],
+ routes: []
+ };
+
+ for ( let i = 0, l = ctx.node.length; i < l; i ++ ) {
+
+ const node = ctx.node[ i ];
+
+ data.nodes.push( this.visit( node ) );
+
+ }
+
+ if ( ctx.route ) {
+
+ for ( let i = 0, l = ctx.route.length; i < l; i ++ ) {
+
+ const route = ctx.route[ i ];
+
+ data.routes.push( this.visit( route ) );
+
+ }
+
+ }
+
+ return data;
+
+ }
+
+ version( ctx ) {
+
+ return ctx.Version[ 0 ].image;
+
+ }
+
+ node( ctx ) {
+
+ const data = {
+ name: ctx.NodeName[ 0 ].image,
+ fields: []
+ };
+
+ if ( ctx.field ) {
+
+ for ( let i = 0, l = ctx.field.length; i < l; i ++ ) {
+
+ const field = ctx.field[ i ];
+
+ data.fields.push( this.visit( field ) );
+
+ }
+
+ }
+
+ // DEF
+
+ if ( ctx.def ) {
+
+ data.DEF = this.visit( ctx.def[ 0 ] );
+
+ }
+
+ return data;
+
+ }
+
+ field( ctx ) {
+
+ const data = {
+ name: ctx.Identifier[ 0 ].image,
+ type: null,
+ values: null
+ };
+
+ let result;
+
+ // SFValue
+
+ if ( ctx.singleFieldValue ) {
+
+ result = this.visit( ctx.singleFieldValue[ 0 ] );
+
+ }
+
+ // MFValue
+
+ if ( ctx.multiFieldValue ) {
+
+ result = this.visit( ctx.multiFieldValue[ 0 ] );
+
+ }
+
+ data.type = result.type;
+ data.values = result.values;
+
+ return data;
+
+ }
+
+ def( ctx ) {
+
+ return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;
+
+ }
+
+ use( ctx ) {
+
+ return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };
+
+ }
+
+ singleFieldValue( ctx ) {
+
+ return processField( this, ctx );
+
+ }
+
+ multiFieldValue( ctx ) {
+
+ return processField( this, ctx );
+
+ }
+
+ route( ctx ) {
+
+ const data = {
+ FROM: ctx.RouteIdentifier[ 0 ].image,
+ TO: ctx.RouteIdentifier[ 1 ].image
+ };
+
+ return data;
+
+ }
+
+ }
+
+ function processField( scope, ctx ) {
+
+ const field = {
+ type: null,
+ values: []
+ };
+
+ if ( ctx.node ) {
+
+ field.type = 'node';
+
+ for ( let i = 0, l = ctx.node.length; i < l; i ++ ) {
+
+ const node = ctx.node[ i ];
+
+ field.values.push( scope.visit( node ) );
+
+ }
+
+ }
+
+ if ( ctx.use ) {
+
+ field.type = 'use';
+
+ for ( let i = 0, l = ctx.use.length; i < l; i ++ ) {
+
+ const use = ctx.use[ i ];
+
+ field.values.push( scope.visit( use ) );
+
+ }
+
+ }
+
+ if ( ctx.StringLiteral ) {
+
+ field.type = 'string';
+
+ for ( let i = 0, l = ctx.StringLiteral.length; i < l; i ++ ) {
+
+ const stringLiteral = ctx.StringLiteral[ i ];
+
+ field.values.push( stringLiteral.image.replace( /'|"/g, '' ) );
+
+ }
+
+ }
+
+ if ( ctx.NumberLiteral ) {
+
+ field.type = 'number';
+
+ for ( let i = 0, l = ctx.NumberLiteral.length; i < l; i ++ ) {
+
+ const numberLiteral = ctx.NumberLiteral[ i ];
+
+ field.values.push( parseFloat( numberLiteral.image ) );
+
+ }
+
+ }
+
+ if ( ctx.HexLiteral ) {
+
+ field.type = 'hex';
+
+ for ( let i = 0, l = ctx.HexLiteral.length; i < l; i ++ ) {
+
+ const hexLiteral = ctx.HexLiteral[ i ];
+
+ field.values.push( hexLiteral.image );
+
+ }
+
+ }
+
+ if ( ctx.TrueLiteral ) {
+
+ field.type = 'boolean';
+
+ for ( let i = 0, l = ctx.TrueLiteral.length; i < l; i ++ ) {
+
+ const trueLiteral = ctx.TrueLiteral[ i ];
+
+ if ( trueLiteral.image === 'TRUE' ) field.values.push( true );
+
+ }
+
+ }
+
+ if ( ctx.FalseLiteral ) {
+
+ field.type = 'boolean';
+
+ for ( let i = 0, l = ctx.FalseLiteral.length; i < l; i ++ ) {
+
+ const falseLiteral = ctx.FalseLiteral[ i ];
+
+ if ( falseLiteral.image === 'FALSE' ) field.values.push( false );
+
+ }
+
+ }
+
+ if ( ctx.NullLiteral ) {
+
+ field.type = 'null';
+
+ ctx.NullLiteral.forEach( function () {
+
+ field.values.push( null );
+
+ } );
+
+ }
+
+ return field;
+
+ }
+
+ return new VRMLToASTVisitor();
+
+ }
+
+ function parseTree( tree ) {
+
+ // console.log( JSON.stringify( tree, null, 2 ) );
+
+ const nodes = tree.nodes;
+ const scene = new Scene();
+
+ // first iteration: build nodemap based on DEF statements
+
+ for ( let i = 0, l = nodes.length; i < l; i ++ ) {
+
+ const node = nodes[ i ];
+
+ buildNodeMap( node );
+
+ }
+
+ // second iteration: build nodes
+
+ for ( let i = 0, l = nodes.length; i < l; i ++ ) {
+
+ const node = nodes[ i ];
+ const object = getNode( node );
+
+ if ( object instanceof Object3D ) scene.add( object );
+
+ if ( node.name === 'WorldInfo' ) scene.userData.worldInfo = object;
+
+ }
+
+ return scene;
+
+ }
+
+ function buildNodeMap( node ) {
+
+ if ( node.DEF ) {
+
+ nodeMap[ node.DEF ] = node;
+
+ }
+
+ const fields = node.fields;
+
+ for ( let i = 0, l = fields.length; i < l; i ++ ) {
+
+ const field = fields[ i ];
+
+ if ( field.type === 'node' ) {
+
+ const fieldValues = field.values;
+
+ for ( let j = 0, jl = fieldValues.length; j < jl; j ++ ) {
+
+ buildNodeMap( fieldValues[ j ] );
+
+ }
+
+ }
+
+
+ }
+
+ }
+
+
+ function getNode( node ) {
+
+ // handle case where a node refers to a different one
+
+ if ( node.USE ) {
+
+ return resolveUSE( node.USE );
+
+ }
+
+ if ( node.build !== undefined ) return node.build;
+
+ node.build = buildNode( node );
+
+ return node.build;
+
+ }
+
+ // node builder
+
+ function buildNode( node ) {
+
+ const nodeName = node.name;
+ let build;
+
+ switch ( nodeName ) {
+
+ case 'Anchor':
+ case 'Group':
+ case 'Transform':
+ case 'Collision':
+ build = buildGroupingNode( node );
+ break;
+
+ case 'Background':
+ build = buildBackgroundNode( node );
+ break;
+
+ case 'Shape':
+ build = buildShapeNode( node );
+ break;
+
+ case 'Appearance':
+ build = buildAppearanceNode( node );
+ break;
+
+ case 'Material':
+ build = buildMaterialNode( node );
+ break;
+
+ case 'ImageTexture':
+ build = buildImageTextureNode( node );
+ break;
+
+ case 'PixelTexture':
+ build = buildPixelTextureNode( node );
+ break;
+
+ case 'TextureTransform':
+ build = buildTextureTransformNode( node );
+ break;
+
+ case 'IndexedFaceSet':
+ build = buildIndexedFaceSetNode( node );
+ break;
+
+ case 'IndexedLineSet':
+ build = buildIndexedLineSetNode( node );
+ break;
+
+ case 'PointSet':
+ build = buildPointSetNode( node );
+ break;
+
+ case 'Box':
+ build = buildBoxNode( node );
+ break;
+
+ case 'Cone':
+ build = buildConeNode( node );
+ break;
+
+ case 'Cylinder':
+ build = buildCylinderNode( node );
+ break;
+
+ case 'Sphere':
+ build = buildSphereNode( node );
+ break;
+
+ case 'ElevationGrid':
+ build = buildElevationGridNode( node );
+ break;
+
+ case 'Extrusion':
+ build = buildExtrusionNode( node );
+ break;
+
+ case 'Color':
+ case 'Coordinate':
+ case 'Normal':
+ case 'TextureCoordinate':
+ build = buildGeometricNode( node );
+ break;
+
+ case 'WorldInfo':
+ build = buildWorldInfoNode( node );
+ break;
+
+ case 'Billboard':
+
+ case 'Inline':
+ case 'LOD':
+ case 'Switch':
+
+ case 'AudioClip':
+ case 'DirectionalLight':
+ case 'PointLight':
+ case 'Script':
+ case 'Sound':
+ case 'SpotLight':
+
+ case 'CylinderSensor':
+ case 'PlaneSensor':
+ case 'ProximitySensor':
+ case 'SphereSensor':
+ case 'TimeSensor':
+ case 'TouchSensor':
+ case 'VisibilitySensor':
+
+ case 'Text':
+
+ case 'FontStyle':
+ case 'MovieTexture':
+
+ case 'ColorInterpolator':
+ case 'CoordinateInterpolator':
+ case 'NormalInterpolator':
+ case 'OrientationInterpolator':
+ case 'PositionInterpolator':
+ case 'ScalarInterpolator':
+
+ case 'Fog':
+ case 'NavigationInfo':
+ case 'Viewpoint':
+ // node not supported yet
+ break;
+
+ default:
+ console.warn( 'THREE.VRMLLoader: Unknown node:', nodeName );
+ break;
+
+ }
+
+ if ( build !== undefined && node.DEF !== undefined && build.hasOwnProperty( 'name' ) === true ) {
+
+ build.name = node.DEF;
+
+ }
+
+ return build;
+
+ }
+
+ function buildGroupingNode( node ) {
+
+ const object = new Group();
+
+ //
+
+ const fields = node.fields;
+
+ for ( let i = 0, l = fields.length; i < l; i ++ ) {
+
+ const field = fields[ i ];
+ const fieldName = field.name;
+ const fieldValues = field.values;
+
+ switch ( fieldName ) {
+
+ case 'bboxCenter':
+ // field not supported
+ break;
+
+ case 'bboxSize':
+ // field not supported
+ break;
+
+ case 'center':
+ // field not supported
+ break;
+
+ case 'children':
+ parseFieldChildren( fieldValues, object );
+ break;
+
+ case 'description':
+ // field not supported
+ break;
+
+ case 'collide':
+ // field not supported
+ break;
+
+ case 'parameter':
+ // field not supported
+ break;
+
+ case 'rotation':
+ const axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ).normalize();
+ const angle = fieldValues[ 3 ];
+ object.quaternion.setFromAxisAngle( axis, angle );
+ break;
+
+ case 'scale':
+ object.scale.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
+ break;
+
+ case 'scaleOrientation':
+ // field not supported
+ break;
+
+ case 'translation':
+ object.position.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
+ break;
+
+ case 'proxy':
+ // field not supported
+ break;
+
+ case 'url':
+ // field not supported
+ break;
+
+ default:
+ console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
+ break;
+
+ }
+
+ }
+
+ return object;
+
+ }
+
+ function buildBackgroundNode( node ) {
+
+ const group = new Group();
+
+ let groundAngle, groundColor;
+ let skyAngle, skyColor;
+
+ const fields = node.fields;
+
+ for ( let i = 0, l = fields.length; i < l; i ++ ) {
+
+ const field = fields[ i ];
+ const fieldName = field.name;
+ const fieldValues = field.values;
+
+ switch ( fieldName ) {
+
+ case 'groundAngle':
+ groundAngle = fieldValues;
+ break;
+
+ case 'groundColor':
+ groundColor = fieldValues;
+ break;
+
+ case 'backUrl':
+ // field not supported
+ break;
+
+ case 'bottomUrl':
+ // field not supported
+ break;
+
+ case 'frontUrl':
+ // field not supported
+ break;
+
+ case 'leftUrl':
+ // field not supported
+ break;
+
+ case 'rightUrl':
+ // field not supported
+ break;
+
+ case 'topUrl':
+ // field not supported
+ break;
+
+ case 'skyAngle':
+ skyAngle = fieldValues;
+ break;
+
+ case 'skyColor':
+ skyColor = fieldValues;
+ break;
+
+ default:
+ console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
+ break;
+
+ }
+
+ }
+
+ const radius = 10000;
+
+ // sky
+
+ if ( skyColor ) {
+
+ const skyGeometry = new SphereGeometry( radius, 32, 16 );
+ const skyMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, depthWrite: false, depthTest: false } );
+
+ if ( skyColor.length > 3 ) {
+
+ paintFaces( skyGeometry, radius, skyAngle, toColorArray( skyColor ), true );
+ skyMaterial.vertexColors = true;
+
+ } else {
+
+ skyMaterial.color.setRGB( skyColor[ 0 ], skyColor[ 1 ], skyColor[ 2 ] );
+ 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 };