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-rw-r--r--Custom keyboard V2/pcb/VRMLLoader.js3537
1 files changed, 3537 insertions, 0 deletions
diff --git a/Custom keyboard V2/pcb/VRMLLoader.js b/Custom keyboard V2/pcb/VRMLLoader.js
new file mode 100644
index 0000000..c04a318
--- /dev/null
+++ b/Custom keyboard V2/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 };