text: import {
  	BackSide,
  	BoxGeometry,
  	BufferAttribute,
  	BufferGeometry,
  	ClampToEdgeWrapping,
  	Color,
  	ConeGeometry,
  	CylinderGeometry,
  	DataTexture,
  	DoubleSide,
  	FileLoader,
  	Float32BufferAttribute,
  	FrontSide,
  	Group,
  	LineBasicMaterial,
  	LineSegments,
  	Loader,
  	LoaderUtils,
  	Mesh,
  	MeshBasicMaterial,
  	MeshPhongMaterial,
  	Object3D,
  	Points,
  	PointsMaterial,
  	Quaternion,
  	RGBAFormat,
  	RGBFormat,
  	RepeatWrapping,
  	Scene,
  	ShapeUtils,
  	SphereGeometry,
  	TextureLoader,
  	Vector2,
  	Vector3
  } from '../../../build/three.module.js';
  import chevrotain from '../libs/chevrotain.module.min.js';
  
  
  class VRMLLoader extends Loader {
  
  	constructor( manager ) {
  
  		super( manager );
  
  		// dependency check
  
  		if ( typeof chevrotain === 'undefined' ) { // eslint-disable-line no-undef
  
  			throw Error( 'THREE.VRMLLoader: External library chevrotain.min.js required.' );
  
  		}
  
  	}
  
  	load( url, onLoad, onProgress, onError ) {
  
  		const scope = this;
  
  		const path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
  
  		const loader = new FileLoader( scope.manager );
  		loader.setPath( scope.path );
  		loader.setRequestHeader( scope.requestHeader );
  		loader.setWithCredentials( scope.withCredentials );
  		loader.load( url, function ( text ) {
  
  			try {
  
  				onLoad( scope.parse( text, path ) );
  
  			} catch ( e ) {
  
  				if ( onError ) {
  
  					onError( e );
  
  				} else {
  
  					console.error( e );
  
  				}
  
  				scope.manager.itemError( url );
  
  			}
  
  		}, onProgress, onError );
  
  	}
  
  	parse( data, path ) {
  
  		const nodeMap = {};
  
  		function generateVRMLTree( data ) {
  
  			// create lexer, parser and visitor
  
  			const tokenData = createTokens();
  
  			const lexer = new VRMLLexer( tokenData.tokens );
  			const parser = new VRMLParser( tokenData.tokenVocabulary );
  			const visitor = createVisitor( parser.getBaseCstVisitorConstructor() );
  
  			// lexing
  
  			const lexingResult = lexer.lex( data );
  			parser.input = lexingResult.tokens;
  
  			// parsing
  
  			const cstOutput = parser.vrml();
  
  			if ( parser.errors.length > 0 ) {
  
  				console.error( parser.errors );
  
  				throw Error( 'THREE.VRMLLoader: Parsing errors detected.' );
  
  			}
  
  			// actions
  
  			const ast = visitor.visit( cstOutput );
  
  			return ast;
  
  		}
  
  		function createTokens() {
  
  			const createToken = chevrotain.createToken; // eslint-disable-line no-undef
  
  			// from http://gun.teipir.gr/VRML-amgem/spec/part1/concepts.html#SyntaxBasics
  
  			const RouteIdentifier = createToken( { name: 'RouteIdentifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*[\.][^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*/ } );
  			const Identifier = createToken( { name: 'Identifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*/, longer_alt: RouteIdentifier } );
  
  			// from http://gun.teipir.gr/VRML-amgem/spec/part1/nodesRef.html
  
  			const nodeTypes = [
  				'Anchor', 'Billboard', 'Collision', 'Group', 'Transform', // grouping nodes
  				'Inline', 'LOD', 'Switch', // special groups
  				'AudioClip', 'DirectionalLight', 'PointLight', 'Script', 'Shape', 'Sound', 'SpotLight', 'WorldInfo', // common nodes
  				'CylinderSensor', 'PlaneSensor', 'ProximitySensor', 'SphereSensor', 'TimeSensor', 'TouchSensor', 'VisibilitySensor', // sensors
  				'Box', 'Cone', 'Cylinder', 'ElevationGrid', 'Extrusion', 'IndexedFaceSet', 'IndexedLineSet', 'PointSet', 'Sphere', // geometries
  				'Color', 'Coordinate', 'Normal', 'TextureCoordinate', // geometric properties
  				'Appearance', 'FontStyle', 'ImageTexture', 'Material', 'MovieTexture', 'PixelTexture', 'TextureTransform', // appearance
  				'ColorInterpolator', 'CoordinateInterpolator', 'NormalInterpolator', 'OrientationInterpolator', 'PositionInterpolator', 'ScalarInterpolator', // interpolators
  				'Background', 'Fog', 'NavigationInfo', 'Viewpoint', // bindable nodes
  				'Text' // Text must be placed at the end of the regex so there are no matches for TextureTransform and TextureCoordinate
  			];
  
  			//
  
  			const Version = createToken( {
  				name: 'Version',
  				pattern: /#VRML.*/,
  				longer_alt: Identifier
  			} );
  
  			const NodeName = createToken( {
  				name: 'NodeName',
  				pattern: new RegExp( nodeTypes.join( '|' ) ),
  				longer_alt: Identifier
  			} );
  
  			const DEF = createToken( {
  				name: 'DEF',
  				pattern: /DEF/,
  				longer_alt: Identifier
  			} );
  
  			const USE = createToken( {
  				name: 'USE',
  				pattern: /USE/,
  				longer_alt: Identifier
  			} );
  
  			const ROUTE = createToken( {
  				name: 'ROUTE',
  				pattern: /ROUTE/,
  				longer_alt: Identifier
  			} );
  
  			const TO = createToken( {
  				name: 'TO',
  				pattern: /TO/,
  				longer_alt: Identifier
  			} );
  
  			//
  
  			const StringLiteral = createToken( { name: 'StringLiteral', pattern: /"(?:[^\\"\n\r]|\\[bfnrtv"\\/]|\\u[0-9a-fA-F][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 // eslint-disable-line no-undef
  			} );
  
  			// commas, blanks, tabs, newlines and carriage returns are whitespace characters wherever they appear outside of string fields
  
  			const WhiteSpace = createToken( {
  				name: 'WhiteSpace',
  				pattern: /[ ,\s]/,
  				group: chevrotain.Lexer.SKIPPED // eslint-disable-line no-undef
  			} );
  
  			const tokens = [
  				WhiteSpace,
  				// keywords appear before the Identifier
  				NodeName,
  				DEF,
  				USE,
  				ROUTE,
  				TO,
  				TrueLiteral,
  				FalseLiteral,
  				NullLiteral,
  				// the Identifier must appear after the keywords because all keywords are valid identifiers
  				Version,
  				Identifier,
  				RouteIdentifier,
  				StringLiteral,
  				HexLiteral,
  				NumberLiteral,
  				LSquare,
  				RSquare,
  				LCurly,
  				RCurly,
  				Comment
  			];
  
  			const tokenVocabulary = {};
  
  			for ( let i = 0, l = tokens.length; i < l; i ++ ) {
  
  				const token = tokens[ i ];
  
  				tokenVocabulary[ token.name ] = token;
  
  			}
  
  			return { tokens: tokens, tokenVocabulary: tokenVocabulary };
  
  		}
  
  
  		function createVisitor( BaseVRMLVisitor ) {
  
  			// the visitor is created dynmaically based on the given base class
  
  			function VRMLToASTVisitor() {
  
  				BaseVRMLVisitor.call( this );
  
  				this.validateVisitor();
  
  			}
  
  			VRMLToASTVisitor.prototype = Object.assign( Object.create( BaseVRMLVisitor.prototype ), {
  
  				constructor: VRMLToASTVisitor,
  
  				vrml: function ( ctx ) {
  
  					const data = {
  						version: this.visit( ctx.version ),
  						nodes: [],
  						routes: []
  					};
  
  					for ( let i = 0, l = ctx.node.length; i < l; i ++ ) {
  
  						const node = ctx.node[ i ];
  
  						data.nodes.push( this.visit( node ) );
  
  					}
  
  					if ( ctx.route ) {
  
  						for ( let i = 0, l = ctx.route.length; i < l; i ++ ) {
  
  							const route = ctx.route[ i ];
  
  							data.routes.push( this.visit( route ) );
  
  						}
  
  					}
  
  					return data;
  
  				},
  
  				version: function ( ctx ) {
  
  					return ctx.Version[ 0 ].image;
  
  				},
  
  				node: function ( ctx ) {
  
  					const data = {
  						name: ctx.NodeName[ 0 ].image,
  						fields: []
  					};
  
  					if ( ctx.field ) {
  
  						for ( let i = 0, l = ctx.field.length; i < l; i ++ ) {
  
  							const field = ctx.field[ i ];
  
  							data.fields.push( this.visit( field ) );
  
  						}
  
  					}
  
  					// DEF
  
  					if ( ctx.def ) {
  
  						data.DEF = this.visit( ctx.def[ 0 ] );
  
  					}
  
  					return data;
  
  				},
  
  				field: function ( ctx ) {
  
  					const data = {
  						name: ctx.Identifier[ 0 ].image,
  						type: null,
  						values: null
  					};
  
  					let result;
  
  					// SFValue
  
  					if ( ctx.singleFieldValue ) {
  
  						result = this.visit( ctx.singleFieldValue[ 0 ] );
  
  					}
  
  					// MFValue
  
  					if ( ctx.multiFieldValue ) {
  
  						result = this.visit( ctx.multiFieldValue[ 0 ] );
  
  					}
  
  					data.type = result.type;
  					data.values = result.values;
  
  					return data;
  
  				},
  
  				def: function ( ctx ) {
  
  					return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;
  
  				},
  
  				use: function ( ctx ) {
  
  					return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };
  
  				},
  
  				singleFieldValue: function ( ctx ) {
  
  					return processField( this, ctx );
  
  				},
  
  				multiFieldValue: function ( ctx ) {
  
  					return processField( this, ctx );
  
  				},
  
  				route: function ( ctx ) {
  
  					const data = {
  						FROM: ctx.RouteIdentifier[ 0 ].image,
  						TO: ctx.RouteIdentifier[ 1 ].image
  					};
  
  					return data;
  
  				}
  
  			} );
  
  			function processField( scope, ctx ) {
  
  				const field = {
  					type: null,
  					values: []
  				};
  
  				if ( ctx.node ) {
  
  					field.type = 'node';
  
  					for ( let i = 0, l = ctx.node.length; i < l; i ++ ) {
  
  						const node = ctx.node[ i ];
  
  						field.values.push( scope.visit( node ) );
  
  					}
  
  				}
  
  				if ( ctx.use ) {
  
  					field.type = 'use';
  
  					for ( let i = 0, l = ctx.use.length; i < l; i ++ ) {
  
  						const use = ctx.use[ i ];
  
  						field.values.push( scope.visit( use ) );
  
  					}
  
  				}
  
  				if ( ctx.StringLiteral ) {
  
  					field.type = 'string';
  
  					for ( let i = 0, l = ctx.StringLiteral.length; i < l; i ++ ) {
  
  						const stringLiteral = ctx.StringLiteral[ i ];
  
  						field.values.push( stringLiteral.image.replace( /'|"/g, '' ) );
  
  					}
  
  				}
  
  				if ( ctx.NumberLiteral ) {
  
  					field.type = 'number';
  
  					for ( let i = 0, l = ctx.NumberLiteral.length; i < l; i ++ ) {
  
  						const numberLiteral = ctx.NumberLiteral[ i ];
  
  						field.values.push( parseFloat( numberLiteral.image ) );
  
  					}
  
  				}
  
  				if ( ctx.HexLiteral ) {
  
  					field.type = 'hex';
  
  					for ( let i = 0, l = ctx.HexLiteral.length; i < l; i ++ ) {
  
  						const hexLiteral = ctx.HexLiteral[ i ];
  
  						field.values.push( hexLiteral.image );
  
  					}
  
  				}
  
  				if ( ctx.TrueLiteral ) {
  
  					field.type = 'boolean';
  
  					for ( let i = 0, l = ctx.TrueLiteral.length; i < l; i ++ ) {
  
  						const trueLiteral = ctx.TrueLiteral[ i ];
  
  						if ( trueLiteral.image === 'TRUE' ) field.values.push( true );
  
  					}
  
  				}
  
  				if ( ctx.FalseLiteral ) {
  
  					field.type = 'boolean';
  
  					for ( let i = 0, l = ctx.FalseLiteral.length; i < l; i ++ ) {
  
  						const falseLiteral = ctx.FalseLiteral[ i ];
  
  						if ( falseLiteral.image === 'FALSE' ) field.values.push( false );
  
  					}
  
  				}
  
  				if ( ctx.NullLiteral ) {
  
  					field.type = 'null';
  
  					ctx.NullLiteral.forEach( function () {
  
  						field.values.push( null );
  
  					} );
  
  				}
  
  				return field;
  
  			}
  
  			return new VRMLToASTVisitor();
  
  		}
  
  		function parseTree( tree ) {
  
  			// console.log( JSON.stringify( tree, null, 2 ) );
  
  			const nodes = tree.nodes;
  			const scene = new Scene();
  
  			// first iteration: build nodemap based on DEF statements
  
  			for ( let i = 0, l = nodes.length; i < l; i ++ ) {
  
  				const node = nodes[ i ];
  
  				buildNodeMap( node );
  
  			}
  
  			// second iteration: build nodes
  
  			for ( let i = 0, l = nodes.length; i < l; i ++ ) {
  
  				const node = nodes[ i ];
  				const object = getNode( node );
  
  				if ( object instanceof Object3D ) scene.add( object );
  
  				if ( node.name === 'WorldInfo' ) scene.userData.worldInfo = object;
  
  			}
  
  			return scene;
  
  		}
  
  		function buildNodeMap( node ) {
  
  			if ( node.DEF ) {
  
  				nodeMap[ node.DEF ] = node;
  
  			}
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  
  				if ( field.type === 'node' ) {
  
  					const fieldValues = field.values;
  
  					for ( let j = 0, jl = fieldValues.length; j < jl; j ++ ) {
  
  						buildNodeMap( fieldValues[ j ] );
  
  					}
  
  				}
  
  
  			}
  
  		}
  
  
  		function getNode( node ) {
  
  			// handle case where a node refers to a different one
  
  			if ( node.USE ) {
  
  				return resolveUSE( node.USE );
  
  			}
  
  			if ( node.build !== undefined ) return node.build;
  
  			node.build = buildNode( node );
  
  			return node.build;
  
  		}
  
  		// node builder
  
  		function buildNode( node ) {
  
  			const nodeName = node.name;
  			let build;
  
  			switch ( nodeName ) {
  
  				case 'Group':
  				case 'Transform':
  				case 'Collision':
  					build = buildGroupingNode( node );
  					break;
  
  				case 'Background':
  					build = buildBackgroundNode( node );
  					break;
  
  				case 'Shape':
  					build = buildShapeNode( node );
  					break;
  
  				case 'Appearance':
  					build = buildAppearanceNode( node );
  					break;
  
  				case 'Material':
  					build = buildMaterialNode( node );
  					break;
  
  				case 'ImageTexture':
  					build = buildImageTextureNode( node );
  					break;
  
  				case 'PixelTexture':
  					build = buildPixelTextureNode( node );
  					break;
  
  				case 'TextureTransform':
  					build = buildTextureTransformNode( node );
  					break;
  
  				case 'IndexedFaceSet':
  					build = buildIndexedFaceSetNode( node );
  					break;
  
  				case 'IndexedLineSet':
  					build = buildIndexedLineSetNode( node );
  					break;
  
  				case 'PointSet':
  					build = buildPointSetNode( node );
  					break;
  
  				case 'Box':
  					build = buildBoxNode( node );
  					break;
  
  				case 'Cone':
  					build = buildConeNode( node );
  					break;
  
  				case 'Cylinder':
  					build = buildCylinderNode( node );
  					break;
  
  				case 'Sphere':
  					build = buildSphereNode( node );
  					break;
  
  				case 'ElevationGrid':
  					build = buildElevationGridNode( node );
  					break;
  
  				case 'Extrusion':
  					build = buildExtrusionNode( node );
  					break;
  
  				case 'Color':
  				case 'Coordinate':
  				case 'Normal':
  				case 'TextureCoordinate':
  					build = buildGeometricNode( node );
  					break;
  
  				case 'WorldInfo':
  					build = buildWorldInfoNode( node );
  					break;
  
  				case 'Anchor':
  				case 'Billboard':
  
  				case 'Inline':
  				case 'LOD':
  				case 'Switch':
  
  				case 'AudioClip':
  				case 'DirectionalLight':
  				case 'PointLight':
  				case 'Script':
  				case 'Sound':
  				case 'SpotLight':
  
  				case 'CylinderSensor':
  				case 'PlaneSensor':
  				case 'ProximitySensor':
  				case 'SphereSensor':
  				case 'TimeSensor':
  				case 'TouchSensor':
  				case 'VisibilitySensor':
  
  				case 'Text':
  
  				case 'FontStyle':
  				case 'MovieTexture':
  
  				case 'ColorInterpolator':
  				case 'CoordinateInterpolator':
  				case 'NormalInterpolator':
  				case 'OrientationInterpolator':
  				case 'PositionInterpolator':
  				case 'ScalarInterpolator':
  
  				case 'Fog':
  				case 'NavigationInfo':
  				case 'Viewpoint':
  					// node not supported yet
  					break;
  
  				default:
  					console.warn( 'THREE.VRMLLoader: Unknown node:', nodeName );
  					break;
  
  			}
  
  			if ( build !== undefined && node.DEF !== undefined && build.hasOwnProperty( 'name' ) === true ) {
  
  				build.name = node.DEF;
  
  			}
  
  			return build;
  
  		}
  
  		function buildGroupingNode( node ) {
  
  			const object = new Group();
  
  			//
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'bboxCenter':
  						// field not supported
  						break;
  
  					case 'bboxSize':
  						// field not supported
  						break;
  
  					case 'center':
  						// field not supported
  						break;
  
  					case 'children':
  						parseFieldChildren( fieldValues, object );
  						break;
  
  					case 'collide':
  						// field not supported
  						break;
  
  					case 'rotation':
  						const axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
  						const angle = fieldValues[ 3 ];
  						object.quaternion.setFromAxisAngle( axis, angle );
  						break;
  
  					case 'scale':
  						object.scale.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
  						break;
  
  					case 'scaleOrientation':
  						// field not supported
  						break;
  
  					case 'translation':
  						object.position.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
  						break;
  
  					case 'proxy':
  						// field not supported
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			return object;
  
  		}
  
  		function buildBackgroundNode( node ) {
  
  			const group = new Group();
  
  			let groundAngle, groundColor;
  			let skyAngle, skyColor;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'groundAngle':
  						groundAngle = fieldValues;
  						break;
  
  					case 'groundColor':
  						groundColor = fieldValues;
  						break;
  
  					case 'backUrl':
  						// field not supported
  						break;
  
  					case 'bottomUrl':
  						// field not supported
  						break;
  
  					case 'frontUrl':
  						// field not supported
  						break;
  
  					case 'leftUrl':
  						// field not supported
  						break;
  
  					case 'rightUrl':
  						// field not supported
  						break;
  
  					case 'topUrl':
  						// field not supported
  						break;
  
  					case 'skyAngle':
  						skyAngle = fieldValues;
  						break;
  
  					case 'skyColor':
  						skyColor = fieldValues;
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			const radius = 10000;
  
  			// sky
  
  			if ( skyColor ) {
  
  				const skyGeometry = new SphereGeometry( radius, 32, 16 );
  				const skyMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, depthWrite: false, depthTest: false } );
  
  				if ( skyColor.length > 3 ) {
  
  					paintFaces( skyGeometry, radius, skyAngle, toColorArray( skyColor ), true );
  					skyMaterial.vertexColors = true;
  
  				} else {
  
  					skyMaterial.color.setRGB( skyColor[ 0 ], skyColor[ 1 ], skyColor[ 2 ] );
  
  				}
  
  				const sky = new Mesh( skyGeometry, skyMaterial );
  				group.add( sky );
  
  			}
  
  			// ground
  
  			if ( groundColor ) {
  
  				if ( groundColor.length > 0 ) {
  
  					const groundGeometry = new SphereGeometry( radius, 32, 16, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI );
  					const groundMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, vertexColors: true, depthWrite: false, depthTest: false } );
  
  					paintFaces( groundGeometry, radius, groundAngle, toColorArray( groundColor ), false );
  
  					const ground = new Mesh( groundGeometry, groundMaterial );
  					group.add( ground );
  
  				}
  
  			}
  
  			// render background group first
  
  			group.renderOrder = - Infinity;
  
  			return group;
  
  		}
  
  		function buildShapeNode( node ) {
  
  			const fields = node.fields;
  
  			// if the appearance field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)
  
  			let material = new MeshBasicMaterial( { color: 0x000000 } );
  			let geometry;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'appearance':
  						if ( fieldValues[ 0 ] !== null ) {
  
  							material = getNode( fieldValues[ 0 ] );
  
  						}
  
  						break;
  
  					case 'geometry':
  						if ( fieldValues[ 0 ] !== null ) {
  
  							geometry = getNode( fieldValues[ 0 ] );
  
  						}
  
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			// build 3D object
  
  			let object;
  
  			if ( geometry && geometry.attributes.position ) {
  
  				const type = geometry._type;
  
  				if ( type === 'points' ) { // points
  
  					const pointsMaterial = new PointsMaterial( { color: 0xffffff } );
  
  					if ( geometry.attributes.color !== undefined ) {
  
  						pointsMaterial.vertexColors = true;
  
  					} else {
  
  						// if the color field is NULL and there is a material defined for the appearance affecting this PointSet, then use the emissiveColor of the material to draw the points
  
  						if ( material.isMeshPhongMaterial ) {
  
  							pointsMaterial.color.copy( material.emissive );
  
  						}
  
  					}
  
  					object = new Points( geometry, pointsMaterial );
  
  				} else if ( type === 'line' ) { // lines
  
  					const lineMaterial = new LineBasicMaterial( { color: 0xffffff } );
  
  					if ( geometry.attributes.color !== undefined ) {
  
  						lineMaterial.vertexColors = true;
  
  					} else {
  
  						// if the color field is NULL and there is a material defined for the appearance affecting this IndexedLineSet, then use the emissiveColor of the material to draw the lines
  
  						if ( material.isMeshPhongMaterial ) {
  
  							lineMaterial.color.copy( material.emissive );
  
  						}
  
  					}
  
  					object = new LineSegments( geometry, lineMaterial );
  
  				} else { // consider meshes
  
  					// check "solid" hint (it's placed in the geometry but affects the material)
  
  					if ( geometry._solid !== undefined ) {
  
  						material.side = ( geometry._solid ) ? FrontSide : DoubleSide;
  
  					}
  
  					// check for vertex colors
  
  					if ( geometry.attributes.color !== undefined ) {
  
  						material.vertexColors = true;
  
  					}
  
  					object = new Mesh( geometry, material );
  
  				}
  
  			} else {
  
  				object = new Object3D();
  
  				// if the geometry field is NULL or no vertices are defined the object is not drawn
  
  				object.visible = false;
  
  			}
  
  			return object;
  
  		}
  
  		function buildAppearanceNode( node ) {
  
  			let material = new MeshPhongMaterial();
  			let transformData;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'material':
  						if ( fieldValues[ 0 ] !== null ) {
  
  							const materialData = getNode( fieldValues[ 0 ] );
  
  							if ( materialData.diffuseColor ) material.color.copy( materialData.diffuseColor );
  							if ( materialData.emissiveColor ) material.emissive.copy( materialData.emissiveColor );
  							if ( materialData.shininess ) material.shininess = materialData.shininess;
  							if ( materialData.specularColor ) material.specular.copy( materialData.specularColor );
  							if ( materialData.transparency ) material.opacity = 1 - materialData.transparency;
  							if ( materialData.transparency > 0 ) material.transparent = true;
  
  						} else {
  
  							// if the material field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)
  
  							material = new MeshBasicMaterial( { color: 0x000000 } );
  
  						}
  
  						break;
  
  					case 'texture':
  						const textureNode = fieldValues[ 0 ];
  						if ( textureNode !== null ) {
  
  							if ( textureNode.name === 'ImageTexture' || textureNode.name === 'PixelTexture' ) {
  
  								material.map = getNode( textureNode );
  
  							} else {
  
  								// MovieTexture not supported yet
  
  							}
  
  						}
  
  						break;
  
  					case 'textureTransform':
  						if ( fieldValues[ 0 ] !== null ) {
  
  							transformData = getNode( fieldValues[ 0 ] );
  
  						}
  
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			// only apply texture transform data if a texture was defined
  
  			if ( material.map ) {
  
  				// respect VRML lighting model
  
  				if ( material.map.__type ) {
  
  					switch ( material.map.__type ) {
  
  						case TEXTURE_TYPE.INTENSITY_ALPHA:
  							material.opacity = 1; // ignore transparency
  							break;
  
  						case TEXTURE_TYPE.RGB:
  							material.color.set( 0xffffff ); // ignore material color
  							break;
  
  						case TEXTURE_TYPE.RGBA:
  							material.color.set( 0xffffff ); // ignore material color
  							material.opacity = 1; // ignore transparency
  							break;
  
  						default:
  
  					}
  
  					delete material.map.__type;
  
  				}
  
  				// apply texture transform
  
  				if ( transformData ) {
  
  					material.map.center.copy( transformData.center );
  					material.map.rotation = transformData.rotation;
  					material.map.repeat.copy( transformData.scale );
  					material.map.offset.copy( transformData.translation );
  
  				}
  
  			}
  
  			return material;
  
  		}
  
  		function buildMaterialNode( node ) {
  
  			const materialData = {};
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'ambientIntensity':
  						// field not supported
  						break;
  
  					case 'diffuseColor':
  						materialData.diffuseColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
  						break;
  
  					case 'emissiveColor':
  						materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
  						break;
  
  					case 'shininess':
  						materialData.shininess = fieldValues[ 0 ];
  						break;
  
  					case 'specularColor':
  						materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
  						break;
  
  					case 'transparency':
  						materialData.transparency = fieldValues[ 0 ];
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			return materialData;
  
  		}
  
  		function parseHexColor( hex, textureType, color ) {
  
  			let value;
  
  			switch ( textureType ) {
  
  				case TEXTURE_TYPE.INTENSITY:
  					// Intensity texture: A one-component image specifies one-byte hexadecimal or integer values representing the intensity of the image
  					value = parseInt( hex );
  					color.r = value;
  					color.g = value;
  					color.b = value;
  					break;
  
  				case TEXTURE_TYPE.INTENSITY_ALPHA:
  					// Intensity+Alpha texture: A two-component image specifies the intensity in the first (high) byte and the alpha opacity in the second (low) byte.
  					value = parseInt( '0x' + hex.substring( 2, 4 ) );
  					color.r = value;
  					color.g = value;
  					color.b = value;
  					color.a = parseInt( '0x' + hex.substring( 4, 6 ) );
  					break;
  
  				case TEXTURE_TYPE.RGB:
  					// RGB texture: Pixels in a three-component image specify the red component in the first (high) byte, followed by the green and blue components
  					color.r = parseInt( '0x' + hex.substring( 2, 4 ) );
  					color.g = parseInt( '0x' + hex.substring( 4, 6 ) );
  					color.b = parseInt( '0x' + hex.substring( 6, 8 ) );
  					break;
  
  				case TEXTURE_TYPE.RGBA:
  					// RGBA texture: Four-component images specify the alpha opacity byte after red/green/blue
  					color.r = parseInt( '0x' + hex.substring( 2, 4 ) );
  					color.g = parseInt( '0x' + hex.substring( 4, 6 ) );
  					color.b = parseInt( '0x' + hex.substring( 6, 8 ) );
  					color.a = parseInt( '0x' + hex.substring( 8, 10 ) );
  					break;
  
  				default:
  
  			}
  
  		}
  
  		function getTextureType( num_components ) {
  
  			let type;
  
  			switch ( num_components ) {
  
  				case 1:
  					type = TEXTURE_TYPE.INTENSITY;
  					break;
  
  				case 2:
  					type = TEXTURE_TYPE.INTENSITY_ALPHA;
  					break;
  
  				case 3:
  					type = TEXTURE_TYPE.RGB;
  					break;
  
  				case 4:
  					type = TEXTURE_TYPE.RGBA;
  					break;
  
  				default:
  
  			}
  
  			return type;
  
  		}
  
  		function buildPixelTextureNode( node ) {
  
  			let texture;
  			let wrapS = RepeatWrapping;
  			let wrapT = RepeatWrapping;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'image':
  						const width = fieldValues[ 0 ];
  						const height = fieldValues[ 1 ];
  						const num_components = fieldValues[ 2 ];
  
  						const useAlpha = ( num_components === 2 || num_components === 4 );
  						const textureType = getTextureType( num_components );
  
  						const size = ( ( useAlpha === true ) ? 4 : 3 ) * ( width * height );
  						const data = new Uint8Array( size );
  
  						const color = { r: 0, g: 0, b: 0, a: 0 };
  
  						for ( let j = 3, k = 0, jl = fieldValues.length; j < jl; j ++, k ++ ) {
  
  							parseHexColor( fieldValues[ j ], textureType, color );
  
  							if ( useAlpha === true ) {
  
  								const stride = k * 4;
  
  								data[ stride + 0 ] = color.r;
  								data[ stride + 1 ] = color.g;
  								data[ stride + 2 ] = color.b;
  								data[ stride + 3 ] = color.a;
  
  							} else {
  
  								const stride = k * 3;
  
  								data[ stride + 0 ] = color.r;
  								data[ stride + 1 ] = color.g;
  								data[ stride + 2 ] = color.b;
  
  							}
  
  						}
  
  						texture = new DataTexture( data, width, height, ( useAlpha === true ) ? RGBAFormat : RGBFormat );
  						texture.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;
  
  			}
  
  			return texture;
  
  		}
  
  		function buildTextureTransformNode( node ) {
  
  			const transformData = {
  				center: new Vector2(),
  				rotation: new Vector2(),
  				scale: new Vector2(),
  				translation: new Vector2()
  			};
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'center':
  						transformData.center.set( fieldValues[ 0 ], fieldValues[ 1 ] );
  						break;
  
  					case 'rotation':
  						transformData.rotation = fieldValues[ 0 ];
  						break;
  
  					case 'scale':
  						transformData.scale.set( fieldValues[ 0 ], fieldValues[ 1 ] );
  						break;
  
  					case 'translation':
  						transformData.translation.set( fieldValues[ 0 ], fieldValues[ 1 ] );
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			return transformData;
  
  		}
  
  		function buildGeometricNode( node ) {
  
  			return node.fields[ 0 ].values;
  
  		}
  
  		function buildWorldInfoNode( node ) {
  
  			const worldInfo = {};
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'title':
  						worldInfo.title = fieldValues[ 0 ];
  						break;
  
  					case 'info':
  						worldInfo.info = fieldValues;
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			return worldInfo;
  
  		}
  
  		function buildIndexedFaceSetNode( node ) {
  
  			let color, coord, normal, texCoord;
  			let ccw = true, solid = true, creaseAngle = 0;
  			let colorIndex, coordIndex, normalIndex, texCoordIndex;
  			let colorPerVertex = true, normalPerVertex = true;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'color':
  						const colorNode = fieldValues[ 0 ];
  
  						if ( colorNode !== null ) {
  
  							color = getNode( colorNode );
  
  						}
  
  						break;
  
  					case 'coord':
  						const coordNode = fieldValues[ 0 ];
  
  						if ( coordNode !== null ) {
  
  							coord = getNode( coordNode );
  
  						}
  
  						break;
  
  					case 'normal':
  						const normalNode = fieldValues[ 0 ];
  
  						if ( normalNode !== null ) {
  
  							normal = getNode( normalNode );
  
  						}
  
  						break;
  
  					case 'texCoord':
  						const texCoordNode = fieldValues[ 0 ];
  
  						if ( texCoordNode !== null ) {
  
  							texCoord = getNode( texCoordNode );
  
  						}
  
  						break;
  
  					case 'ccw':
  						ccw = fieldValues[ 0 ];
  						break;
  
  					case 'colorIndex':
  						colorIndex = fieldValues;
  						break;
  
  					case 'colorPerVertex':
  						colorPerVertex = fieldValues[ 0 ];
  						break;
  
  					case 'convex':
  						// field not supported
  						break;
  
  					case 'coordIndex':
  						coordIndex = fieldValues;
  						break;
  
  					case 'creaseAngle':
  						creaseAngle = fieldValues[ 0 ];
  						break;
  
  					case 'normalIndex':
  						normalIndex = fieldValues;
  						break;
  
  					case 'normalPerVertex':
  						normalPerVertex = fieldValues[ 0 ];
  						break;
  
  					case 'solid':
  						solid = fieldValues[ 0 ];
  						break;
  
  					case 'texCoordIndex':
  						texCoordIndex = fieldValues;
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			if ( coordIndex === undefined ) {
  
  				console.warn( 'THREE.VRMLLoader: Missing coordIndex.' );
  
  				return new BufferGeometry(); // handle VRML files with incomplete geometry definition
  
  			}
  
  			const triangulatedCoordIndex = triangulateFaceIndex( coordIndex, ccw );
  
  			let colorAttribute;
  			let normalAttribute;
  			let uvAttribute;
  
  			if ( color ) {
  
  				if ( colorPerVertex === true ) {
  
  					if ( colorIndex && colorIndex.length > 0 ) {
  
  						// if the colorIndex field is not empty, then it is used to choose colors for each vertex of the IndexedFaceSet.
  
  						const triangulatedColorIndex = triangulateFaceIndex( colorIndex, ccw );
  						colorAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedColorIndex, color, 3 );
  
  					} else {
  
  						// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node
  
  						colorAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( color, 3 ) );
  
  					}
  
  				} else {
  
  					if ( colorIndex && colorIndex.length > 0 ) {
  
  						// if the colorIndex field is not empty, then they are used to choose one color for each face of the IndexedFaceSet
  
  						const flattenFaceColors = flattenData( color, colorIndex );
  						const triangulatedFaceColors = triangulateFaceData( flattenFaceColors, coordIndex );
  						colorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors );
  
  					} else {
  
  						// if the colorIndex field is empty, then the color are applied to each face of the IndexedFaceSet in order
  
  						const triangulatedFaceColors = triangulateFaceData( color, coordIndex );
  						colorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors );
  
  
  					}
  
  				}
  
  			}
  
  			if ( normal ) {
  
  				if ( normalPerVertex === true ) {
  
  					// consider vertex normals
  
  					if ( normalIndex && normalIndex.length > 0 ) {
  
  						// if the normalIndex field is not empty, then it is used to choose normals for each vertex of the IndexedFaceSet.
  
  						const triangulatedNormalIndex = triangulateFaceIndex( normalIndex, ccw );
  						normalAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedNormalIndex, normal, 3 );
  
  					} else {
  
  						// if the normalIndex field is empty, then the coordIndex field is used to choose normals from the Normal node
  
  						normalAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( normal, 3 ) );
  
  					}
  
  				} else {
  
  					// consider face normals
  
  					if ( normalIndex && normalIndex.length > 0 ) {
  
  						// if the normalIndex field is not empty, then they are used to choose one normal for each face of the IndexedFaceSet
  
  						const flattenFaceNormals = flattenData( normal, normalIndex );
  						const triangulatedFaceNormals = triangulateFaceData( flattenFaceNormals, coordIndex );
  						normalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals );
  
  					} else {
  
  						// if the normalIndex field is empty, then the normals are applied to each face of the IndexedFaceSet in order
  
  						const triangulatedFaceNormals = triangulateFaceData( normal, coordIndex );
  						normalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals );
  
  					}
  
  				}
  
  			} else {
  
  				// if the normal field is NULL, then the loader should automatically generate normals, using creaseAngle to determine if and how normals are smoothed across shared vertices
  
  				normalAttribute = computeNormalAttribute( triangulatedCoordIndex, coord, creaseAngle );
  
  			}
  
  			if ( texCoord ) {
  
  				// texture coordinates are always defined on vertex level
  
  				if ( texCoordIndex && texCoordIndex.length > 0 ) {
  
  					// if the texCoordIndex field is not empty, then it is used to choose texture coordinates for each vertex of the IndexedFaceSet.
  
  					const triangulatedTexCoordIndex = triangulateFaceIndex( texCoordIndex, ccw );
  					uvAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedTexCoordIndex, texCoord, 2 );
  
  
  				} else {
  
  					// if the texCoordIndex field is empty, then the coordIndex array is used to choose texture coordinates from the TextureCoordinate node
  
  					uvAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( texCoord, 2 ) );
  
  				}
  
  			}
  
  			const geometry = new BufferGeometry();
  			const positionAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( coord, 3 ) );
  
  			geometry.setAttribute( 'position', positionAttribute );
  			geometry.setAttribute( 'normal', normalAttribute );
  
  			// optional attributes
  
  			if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );
  			if ( uvAttribute ) geometry.setAttribute( 'uv', uvAttribute );
  
  			// "solid" influences the material so let's store it for later use
  
  			geometry._solid = solid;
  			geometry._type = 'mesh';
  
  			return geometry;
  
  		}
  
  		function buildIndexedLineSetNode( node ) {
  
  			let color, coord;
  			let colorIndex, coordIndex;
  			let colorPerVertex = true;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'color':
  						const colorNode = fieldValues[ 0 ];
  
  						if ( colorNode !== null ) {
  
  							color = getNode( colorNode );
  
  						}
  
  						break;
  
  					case 'coord':
  						const coordNode = fieldValues[ 0 ];
  
  						if ( coordNode !== null ) {
  
  							coord = getNode( coordNode );
  
  						}
  
  						break;
  
  					case 'colorIndex':
  						colorIndex = fieldValues;
  						break;
  
  					case 'colorPerVertex':
  						colorPerVertex = fieldValues[ 0 ];
  						break;
  
  					case 'coordIndex':
  						coordIndex = fieldValues;
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			// build lines
  
  			let colorAttribute;
  
  			const expandedLineIndex = expandLineIndex( coordIndex ); // create an index for three.js's linesegment primitive
  
  			if ( color ) {
  
  				if ( colorPerVertex === true ) {
  
  					if ( colorIndex.length > 0 ) {
  
  						// if the colorIndex field is not empty, then one color is used for each polyline of the IndexedLineSet.
  
  						const expandedColorIndex = expandLineIndex( colorIndex ); // compute colors for each line segment (rendering primitve)
  						colorAttribute = computeAttributeFromIndexedData( expandedLineIndex, expandedColorIndex, color, 3 ); // compute data on vertex level
  
  					} else {
  
  						// if the colorIndex field is empty, then the colors are applied to each polyline of the IndexedLineSet in order.
  
  						colorAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( color, 3 ) );
  
  					}
  
  				} else {
  
  					if ( colorIndex.length > 0 ) {
  
  						// if the colorIndex field is not empty, then colors are applied to each vertex of the IndexedLineSet
  
  						const flattenLineColors = flattenData( color, colorIndex ); // compute colors for each VRML primitve
  						const expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitve)
  						colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level
  
  
  					} else {
  
  						// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node
  
  						const expandedLineColors = expandLineData( color, coordIndex ); // compute colors for each line segment (rendering primitve)
  						colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level
  
  					}
  
  				}
  
  			}
  
  			//
  
  			const geometry = new BufferGeometry();
  
  			const positionAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( coord, 3 ) );
  			geometry.setAttribute( 'position', positionAttribute );
  
  			if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );
  
  			geometry._type = 'line';
  
  			return geometry;
  
  		}
  
  		function buildPointSetNode( node ) {
  
  			let color, coord;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'color':
  						const colorNode = fieldValues[ 0 ];
  
  						if ( colorNode !== null ) {
  
  							color = getNode( colorNode );
  
  						}
  
  						break;
  
  					case 'coord':
  						const coordNode = fieldValues[ 0 ];
  
  						if ( coordNode !== null ) {
  
  							coord = getNode( coordNode );
  
  						}
  
  						break;
  
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			const geometry = new BufferGeometry();
  
  			geometry.setAttribute( 'position', new Float32BufferAttribute( coord, 3 ) );
  			if ( color ) geometry.setAttribute( 'color', new Float32BufferAttribute( color, 3 ) );
  
  			geometry._type = 'points';
  
  			return geometry;
  
  		}
  
  		function buildBoxNode( node ) {
  
  			const size = new Vector3( 2, 2, 2 );
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'size':
  						size.x = fieldValues[ 0 ];
  						size.y = fieldValues[ 1 ];
  						size.z = fieldValues[ 2 ];
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			const geometry = new BoxGeometry( size.x, size.y, size.z );
  
  			return geometry;
  
  		}
  
  		function buildConeNode( node ) {
  
  			let radius = 1, height = 2, openEnded = false;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'bottom':
  						openEnded = ! fieldValues[ 0 ];
  						break;
  
  					case 'bottomRadius':
  						radius = fieldValues[ 0 ];
  						break;
  
  					case 'height':
  						height = fieldValues[ 0 ];
  						break;
  
  					case 'side':
  						// field not supported
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			const geometry = new ConeGeometry( radius, height, 16, 1, openEnded );
  
  			return geometry;
  
  		}
  
  		function buildCylinderNode( node ) {
  
  			let radius = 1, height = 2;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'bottom':
  						// field not supported
  						break;
  
  					case 'radius':
  						radius = fieldValues[ 0 ];
  						break;
  
  					case 'height':
  						height = fieldValues[ 0 ];
  						break;
  
  					case 'side':
  						// field not supported
  						break;
  
  					case 'top':
  						// field not supported
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			const geometry = new CylinderGeometry( radius, radius, height, 16, 1 );
  
  			return geometry;
  
  		}
  
  		function buildSphereNode( node ) {
  
  			let radius = 1;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'radius':
  						radius = fieldValues[ 0 ];
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			const geometry = new SphereGeometry( radius, 16, 16 );
  
  			return geometry;
  
  		}
  
  		function buildElevationGridNode( node ) {
  
  			let color;
  			let normal;
  			let texCoord;
  			let height;
  
  			let colorPerVertex = true;
  			let normalPerVertex = true;
  			let solid = true;
  			let ccw = true;
  			let creaseAngle = 0;
  			let xDimension = 2;
  			let zDimension = 2;
  			let xSpacing = 1;
  			let zSpacing = 1;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'color':
  						const colorNode = fieldValues[ 0 ];
  
  						if ( colorNode !== null ) {
  
  							color = getNode( colorNode );
  
  						}
  
  						break;
  
  					case 'normal':
  						const normalNode = fieldValues[ 0 ];
  
  						if ( normalNode !== null ) {
  
  							normal = getNode( normalNode );
  
  						}
  
  						break;
  
  					case 'texCoord':
  						const texCoordNode = fieldValues[ 0 ];
  
  						if ( texCoordNode !== null ) {
  
  							texCoord = getNode( texCoordNode );
  
  						}
  
  						break;
  
  					case 'height':
  						height = fieldValues;
  						break;
  
  					case 'ccw':
  						ccw = fieldValues[ 0 ];
  						break;
  
  					case 'colorPerVertex':
  						colorPerVertex = fieldValues[ 0 ];
  						break;
  
  					case 'creaseAngle':
  						creaseAngle = fieldValues[ 0 ];
  						break;
  
  					case 'normalPerVertex':
  						normalPerVertex = fieldValues[ 0 ];
  						break;
  
  					case 'solid':
  						solid = fieldValues[ 0 ];
  						break;
  
  					case 'xDimension':
  						xDimension = fieldValues[ 0 ];
  						break;
  
  					case 'xSpacing':
  						xSpacing = fieldValues[ 0 ];
  						break;
  
  					case 'zDimension':
  						zDimension = fieldValues[ 0 ];
  						break;
  
  					case 'zSpacing':
  						zSpacing = fieldValues[ 0 ];
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			// vertex data
  
  			const vertices = [];
  			const normals = [];
  			const colors = [];
  			const uvs = [];
  
  			for ( let i = 0; i < zDimension; i ++ ) {
  
  				for ( let j = 0; j < xDimension; j ++ ) {
  
  					// compute a row major index
  
  					const index = ( i * xDimension ) + j;
  
  					// vertices
  
  					const x = xSpacing * i;
  					const y = height[ index ];
  					const z = zSpacing * j;
  
  					vertices.push( x, y, z );
  
  					// colors
  
  					if ( color && colorPerVertex === true ) {
  
  						const r = color[ index * 3 + 0 ];
  						const g = color[ index * 3 + 1 ];
  						const b = color[ index * 3 + 2 ];
  
  						colors.push( r, g, b );
  
  					}
  
  					// normals
  
  					if ( normal && normalPerVertex === true ) {
  
  						const xn = normal[ index * 3 + 0 ];
  						const yn = normal[ index * 3 + 1 ];
  						const zn = normal[ index * 3 + 2 ];
  
  						normals.push( xn, yn, zn );
  
  					}
  
  					// uvs
  
  					if ( texCoord ) {
  
  						const s = texCoord[ index * 2 + 0 ];
  						const t = texCoord[ index * 2 + 1 ];
  
  						uvs.push( s, t );
  
  
  					} else {
  
  						uvs.push( i / ( xDimension - 1 ), j / ( zDimension - 1 ) );
  
  					}
  
  				}
  
  			}
  
  			// indices
  
  			const indices = [];
  
  			for ( let i = 0; i < xDimension - 1; i ++ ) {
  
  				for ( let j = 0; j < zDimension - 1; j ++ ) {
  
  					// from https://tecfa.unige.ch/guides/vrml/vrml97/spec/part1/nodesRef.html#ElevationGrid
  
  					const a = i + j * xDimension;
  					const b = i + ( j + 1 ) * xDimension;
  					const c = ( i + 1 ) + ( j + 1 ) * xDimension;
  					const d = ( i + 1 ) + j * xDimension;
  
  					// faces
  
  					if ( ccw === true ) {
  
  						indices.push( a, c, b );
  						indices.push( c, a, d );
  
  					} else {
  
  						indices.push( a, b, c );
  						indices.push( c, d, a );
  
  					}
  
  				}
  
  			}
  
  			//
  
  			const positionAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( vertices, 3 ) );
  			const uvAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( uvs, 2 ) );
  			let colorAttribute;
  			let normalAttribute;
  
  			// color attribute
  
  			if ( color ) {
  
  				if ( colorPerVertex === false ) {
  
  					for ( let i = 0; i < xDimension - 1; i ++ ) {
  
  						for ( let j = 0; j < zDimension - 1; j ++ ) {
  
  							const index = i + j * ( xDimension - 1 );
  
  							const r = color[ index * 3 + 0 ];
  							const g = color[ index * 3 + 1 ];
  							const b = color[ index * 3 + 2 ];
  
  							// one color per quad
  
  							colors.push( r, g, b ); colors.push( r, g, b ); colors.push( r, g, b );
  							colors.push( r, g, b ); colors.push( r, g, b ); colors.push( r, g, b );
  
  						}
  
  					}
  
  					colorAttribute = new Float32BufferAttribute( colors, 3 );
  
  				} else {
  
  					colorAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( colors, 3 ) );
  
  				}
  
  			}
  
  			// normal attribute
  
  			if ( normal ) {
  
  				if ( normalPerVertex === false ) {
  
  					for ( let i = 0; i < xDimension - 1; i ++ ) {
  
  						for ( let j = 0; j < zDimension - 1; j ++ ) {
  
  							const index = i + j * ( xDimension - 1 );
  
  							const xn = normal[ index * 3 + 0 ];
  							const yn = normal[ index * 3 + 1 ];
  							const zn = normal[ index * 3 + 2 ];
  
  							// one normal per quad
  
  							normals.push( xn, yn, zn ); normals.push( xn, yn, zn ); normals.push( xn, yn, zn );
  							normals.push( xn, yn, zn ); normals.push( xn, yn, zn ); normals.push( xn, yn, zn );
  
  						}
  
  					}
  
  					normalAttribute = new Float32BufferAttribute( normals, 3 );
  
  				} else {
  
  					normalAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( normals, 3 ) );
  
  				}
  
  			} else {
  
  				normalAttribute = computeNormalAttribute( indices, vertices, creaseAngle );
  
  			}
  
  			// build geometry
  
  			const geometry = new BufferGeometry();
  			geometry.setAttribute( 'position', positionAttribute );
  			geometry.setAttribute( 'normal', normalAttribute );
  			geometry.setAttribute( 'uv', uvAttribute );
  
  			if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );
  
  			// "solid" influences the material so let's store it for later use
  
  			geometry._solid = solid;
  			geometry._type = 'mesh';
  
  			return geometry;
  
  		}
  
  		function buildExtrusionNode( node ) {
  
  			let crossSection = [ 1, 1, 1, - 1, - 1, - 1, - 1, 1, 1, 1 ];
  			let spine = [ 0, 0, 0, 0, 1, 0 ];
  			let scale;
  			let orientation;
  
  			let beginCap = true;
  			let ccw = true;
  			let creaseAngle = 0;
  			let endCap = true;
  			let solid = true;
  
  			const fields = node.fields;
  
  			for ( let i = 0, l = fields.length; i < l; i ++ ) {
  
  				const field = fields[ i ];
  				const fieldName = field.name;
  				const fieldValues = field.values;
  
  				switch ( fieldName ) {
  
  					case 'beginCap':
  						beginCap = fieldValues[ 0 ];
  						break;
  
  					case 'ccw':
  						ccw = fieldValues[ 0 ];
  						break;
  
  					case 'convex':
  						// field not supported
  						break;
  
  					case 'creaseAngle':
  						creaseAngle = fieldValues[ 0 ];
  						break;
  
  					case 'crossSection':
  						crossSection = fieldValues;
  						break;
  
  					case 'endCap':
  						endCap = fieldValues[ 0 ];
  						break;
  
  					case 'orientation':
  						orientation = fieldValues;
  						break;
  
  					case 'scale':
  						scale = fieldValues;
  						break;
  
  					case 'solid':
  						solid = fieldValues[ 0 ];
  						break;
  
  					case 'spine':
  						spine = fieldValues; // only extrusion along the Y-axis are supported so far
  						break;
  
  					default:
  						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
  						break;
  
  				}
  
  			}
  
  			const crossSectionClosed = ( crossSection[ 0 ] === crossSection[ crossSection.length - 2 ] && crossSection[ 1 ] === crossSection[ crossSection.length - 1 ] );
  
  			// vertices
  
  			const vertices = [];
  			const spineVector = new Vector3();
  			const scaling = new Vector3();
  
  			const axis = new Vector3();
  			const vertex = new Vector3();
  			const quaternion = new Quaternion();
  
  			for ( let i = 0, j = 0, o = 0, il = spine.length; i < il; i += 3, j += 2, o += 4 ) {
  
  				spineVector.fromArray( spine, i );
  
  				scaling.x = scale ? scale[ j + 0 ] : 1;
  				scaling.y = 1;
  				scaling.z = scale ? scale[ j + 1 ] : 1;
  
  				axis.x = orientation ? orientation[ o + 0 ] : 0;
  				axis.y = orientation ? orientation[ o + 1 ] : 0;
  				axis.z = orientation ? orientation[ o + 2 ] : 1;
  				const angle = orientation ? orientation[ o + 3 ] : 0;
  
  				for ( let k = 0, kl = crossSection.length; k < kl; k += 2 ) {
  
  					vertex.x = crossSection[ k + 0 ];
  					vertex.y = 0;
  					vertex.z = crossSection[ k + 1 ];
  
  					// scale
  
  					vertex.multiply( scaling );
  
  					// rotate
  
  					quaternion.setFromAxisAngle( axis, angle );
  					vertex.applyQuaternion( quaternion );
  
  					// translate
  
  					vertex.add( spineVector );
  
  					vertices.push( vertex.x, vertex.y, vertex.z );
  
  				}
  
  			}
  
  			// indices
  
  			const indices = [];
  
  			const spineCount = spine.length / 3;
  			const crossSectionCount = crossSection.length / 2;
  
  			for ( let i = 0; i < spineCount - 1; i ++ ) {
  
  				for ( let j = 0; j < crossSectionCount - 1; j ++ ) {
  
  					const a = j + i * crossSectionCount;
  					let b = ( j + 1 ) + i * crossSectionCount;
  					const c = j + ( i + 1 ) * crossSectionCount;
  					let d = ( j + 1 ) + ( i + 1 ) * crossSectionCount;
  
  					if ( ( j === crossSectionCount - 2 ) && ( crossSectionClosed === true ) ) {
  
  						b = i * crossSectionCount;
  						d = ( i + 1 ) * crossSectionCount;
  
  					}
  
  					if ( ccw === true ) {
  
  						indices.push( a, b, c );
  						indices.push( c, b, d );
  
  					} else {
  
  						indices.push( a, c, b );
  						indices.push( c, d, b );
  
  					}
  
  				}
  
  			}
  
  			// triangulate cap
  
  			if ( beginCap === true || endCap === true ) {
  
  				const contour = [];
  
  				for ( let i = 0, l = crossSection.length; i < l; i += 2 ) {
  
  					contour.push( new Vector2( crossSection[ i ], crossSection[ i + 1 ] ) );
  
  				}
  
  				const faces = ShapeUtils.triangulateShape( contour, [] );
  				const capIndices = [];
  
  				for ( let i = 0, l = faces.length; i < l; i ++ ) {
  
  					const face = faces[ i ];
  
  					capIndices.push( face[ 0 ], face[ 1 ], face[ 2 ] );
  
  				}
  
  				// begin cap
  
  				if ( beginCap === true ) {
  
  					for ( let i = 0, l = capIndices.length; i < l; i += 3 ) {
  
  						if ( ccw === true ) {
  
  							indices.push( capIndices[ i + 0 ], capIndices[ i + 1 ], capIndices[ i + 2 ] );
  
  						} else {
  
  							indices.push( capIndices[ i + 0 ], capIndices[ i + 2 ], capIndices[ i + 1 ] );
  
  						}
  
  					}
  
  				}
  
  				// end cap
  
  				if ( endCap === true ) {
  
  					const indexOffset = crossSectionCount * ( spineCount - 1 ); // references to the first vertex of the last cross section
  
  					for ( let i = 0, l = capIndices.length; i < l; i += 3 ) {
  
  						if ( ccw === true ) {
  
  							indices.push( indexOffset + capIndices[ i + 0 ], indexOffset + capIndices[ i + 2 ], indexOffset + capIndices[ i + 1 ] );
  
  						} else {
  
  							indices.push( indexOffset + capIndices[ i + 0 ], indexOffset + capIndices[ i + 1 ], indexOffset + capIndices[ i + 2 ] );
  
  						}
  
  					}
  
  				}
  
  			}
  
  			const positionAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( vertices, 3 ) );
  			const normalAttribute = computeNormalAttribute( indices, vertices, creaseAngle );
  
  			const geometry = new BufferGeometry();
  			geometry.setAttribute( 'position', positionAttribute );
  			geometry.setAttribute( 'normal', normalAttribute );
  			// no uvs yet
  
  			// "solid" influences the material so let's store it for later use
  
  			geometry._solid = solid;
  			geometry._type = 'mesh';
  
  			return geometry;
  
  		}
  
  		// helper functions
  
  		function resolveUSE( identifier ) {
  
  			const node = nodeMap[ identifier ];
  			const build = getNode( node );
  
  			// because the same 3D objects can have different transformations, it's necessary to clone them.
  			// materials can be influenced by the geometry (e.g. vertex normals). cloning is necessary to avoid
  			// any side effects
  
  			return ( build.isObject3D || build.isMaterial ) ? build.clone() : build;
  
  		}
  
  		function parseFieldChildren( children, owner ) {
  
  			for ( let i = 0, l = children.length; i < l; i ++ ) {
  
  				const object = getNode( children[ i ] );
  
  				if ( object instanceof Object3D ) owner.add( object );
  
  			}
  
  		}
  
  		function triangulateFaceIndex( index, ccw ) {
  
  			const indices = [];
  
  			// since face defintions can have more than three vertices, it's necessary to
  			// perform a simple triangulation
  
  			let start = 0;
  
  			for ( let i = 0, l = index.length; i < l; i ++ ) {
  
  				const i1 = index[ start ];
  				const i2 = index[ i + ( ccw ? 1 : 2 ) ];
  				const i3 = index[ i + ( ccw ? 2 : 1 ) ];
  
  				indices.push( i1, i2, i3 );
  
  				// an index of -1 indicates that the current face has ended and the next one begins
  
  				if ( index[ i + 3 ] === - 1 || i + 3 >= l ) {
  
  					i += 3;
  					start = i + 1;
  
  				}
  
  			}
  
  			return indices;
  
  		}
  
  		function triangulateFaceData( data, index ) {
  
  			const triangulatedData = [];
  
  			let start = 0;
  
  			for ( let i = 0, l = index.length; i < l; i ++ ) {
  
  				const stride = start * 3;
  
  				const x = data[ stride ];
  				const y = data[ stride + 1 ];
  				const z = data[ stride + 2 ];
  
  				triangulatedData.push( x, y, z );
  
  				// an index of -1 indicates that the current face has ended and the next one begins
  
  				if ( index[ i + 3 ] === - 1 || i + 3 >= l ) {
  
  					i += 3;
  					start ++;
  
  				}
  
  			}
  
  			return triangulatedData;
  
  		}
  
  		function flattenData( data, index ) {
  
  			const flattenData = [];
  
  			for ( let i = 0, l = index.length; i < l; i ++ ) {
  
  				const i1 = index[ i ];
  
  				const stride = i1 * 3;
  
  				const x = data[ stride ];
  				const y = data[ stride + 1 ];
  				const z = data[ stride + 2 ];
  
  				flattenData.push( x, y, z );
  
  			}
  
  			return flattenData;
  
  		}
  
  		function expandLineIndex( index ) {
  
  			const indices = [];
  
  			for ( let i = 0, l = index.length; i < l; i ++ ) {
  
  				const i1 = index[ i ];
  				const i2 = index[ i + 1 ];
  
  				indices.push( i1, i2 );
  
  				// an index of -1 indicates that the current line has ended and the next one begins
  
  				if ( index[ i + 2 ] === - 1 || i + 2 >= l ) {
  
  					i += 2;
  
  				}
  
  			}
  
  			return indices;
  
  		}
  
  		function expandLineData( data, index ) {
  
  			const triangulatedData = [];
  
  			let start = 0;
  
  			for ( let i = 0, l = index.length; i < l; i ++ ) {
  
  				const stride = start * 3;
  
  				const x = data[ stride ];
  				const y = data[ stride + 1 ];
  				const z = data[ stride + 2 ];
  
  				triangulatedData.push( x, y, z );
  
  				// an index of -1 indicates that the current line has ended and the next one begins
  
  				if ( index[ i + 2 ] === - 1 || i + 2 >= l ) {
  
  					i += 2;
  					start ++;
  
  				}
  
  			}
  
  			return triangulatedData;
  
  		}
  
  		const vA = new Vector3();
  		const vB = new Vector3();
  		const vC = new Vector3();
  
  		const uvA = new Vector2();
  		const uvB = new Vector2();
  		const uvC = new Vector2();
  
  		function computeAttributeFromIndexedData( coordIndex, index, data, itemSize ) {
  
  			const array = [];
  
  			// we use the coordIndex.length as delimiter since normalIndex must contain at least as many indices
  
  			for ( let i = 0, l = coordIndex.length; i < l; i += 3 ) {
  
  				const a = index[ i ];
  				const b = index[ i + 1 ];
  				const c = index[ i + 2 ];
  
  				if ( itemSize === 2 ) {
  
  					uvA.fromArray( data, a * itemSize );
  					uvB.fromArray( data, b * itemSize );
  					uvC.fromArray( data, c * itemSize );
  
  					array.push( uvA.x, uvA.y );
  					array.push( uvB.x, uvB.y );
  					array.push( uvC.x, uvC.y );
  
  				} else {
  
  					vA.fromArray( data, a * itemSize );
  					vB.fromArray( data, b * itemSize );
  					vC.fromArray( data, c * itemSize );
  
  					array.push( vA.x, vA.y, vA.z );
  					array.push( vB.x, vB.y, vB.z );
  					array.push( vC.x, vC.y, vC.z );
  
  				}
  
  			}
  
  			return new Float32BufferAttribute( array, itemSize );
  
  		}
  
  		function computeAttributeFromFaceData( index, faceData ) {
  
  			const array = [];
  
  			for ( let i = 0, j = 0, l = index.length; i < l; i += 3, j ++ ) {
  
  				vA.fromArray( faceData, j * 3 );
  
  				array.push( vA.x, vA.y, vA.z );
  				array.push( vA.x, vA.y, vA.z );
  				array.push( vA.x, vA.y, vA.z );
  
  			}
  
  			return new Float32BufferAttribute( array, 3 );
  
  		}
  
  		function computeAttributeFromLineData( index, lineData ) {
  
  			const array = [];
  
  			for ( let i = 0, j = 0, l = index.length; i < l; i += 2, j ++ ) {
  
  				vA.fromArray( lineData, j * 3 );
  
  				array.push( vA.x, vA.y, vA.z );
  				array.push( vA.x, vA.y, vA.z );
  
  			}
  
  			return new Float32BufferAttribute( array, 3 );
  
  		}
  
  		function toNonIndexedAttribute( indices, attribute ) {
  
  			const array = attribute.array;
  			const itemSize = attribute.itemSize;
  
  			const array2 = new array.constructor( indices.length * itemSize );
  
  			let index = 0, index2 = 0;
  
  			for ( let i = 0, l = indices.length; i < l; i ++ ) {
  
  				index = indices[ i ] * itemSize;
  
  				for ( let j = 0; j < itemSize; j ++ ) {
  
  					array2[ index2 ++ ] = array[ index ++ ];
  
  				}
  
  			}
  
  			return new Float32BufferAttribute( array2, itemSize );
  
  		}
  
  		const ab = new Vector3();
  		const cb = new Vector3();
  
  		function computeNormalAttribute( index, coord, creaseAngle ) {
  
  			const faces = [];
  			const vertexNormals = {};
  
  			// prepare face and raw vertex normals
  
  			for ( let i = 0, l = index.length; i < l; i += 3 ) {
  
  				const a = index[ i ];
  				const b = index[ i + 1 ];
  				const c = index[ i + 2 ];
  
  				const face = new Face( a, b, c );
  
  				vA.fromArray( coord, a * 3 );
  				vB.fromArray( coord, b * 3 );
  				vC.fromArray( coord, c * 3 );
  
  				cb.subVectors( vC, vB );
  				ab.subVectors( vA, vB );
  				cb.cross( ab );
  
  				cb.normalize();
  
  				face.normal.copy( cb );
  
  				if ( vertexNormals[ a ] === undefined ) vertexNormals[ a ] = [];
  				if ( vertexNormals[ b ] === undefined ) vertexNormals[ b ] = [];
  				if ( vertexNormals[ c ] === undefined ) vertexNormals[ c ] = [];
  
  				vertexNormals[ a ].push( face.normal );
  				vertexNormals[ b ].push( face.normal );
  				vertexNormals[ c ].push( face.normal );
  
  				faces.push( face );
  
  			}
  
  			// compute vertex normals and build final geometry
  
  			const normals = [];
  
  			for ( let i = 0, l = faces.length; i < l; i ++ ) {
  
  				const face = faces[ i ];
  
  				const nA = weightedNormal( vertexNormals[ face.a ], face.normal, creaseAngle );
  				const nB = weightedNormal( vertexNormals[ face.b ], face.normal, creaseAngle );
  				const nC = weightedNormal( vertexNormals[ face.c ], face.normal, creaseAngle );
  
  				vA.fromArray( coord, face.a * 3 );
  				vB.fromArray( coord, face.b * 3 );
  				vC.fromArray( coord, face.c * 3 );
  
  				normals.push( nA.x, nA.y, nA.z );
  				normals.push( nB.x, nB.y, nB.z );
  				normals.push( nC.x, nC.y, nC.z );
  
  			}
  
  			return new Float32BufferAttribute( normals, 3 );
  
  		}
  
  		function weightedNormal( normals, vector, creaseAngle ) {
  
  			const normal = new Vector3();
  
  			if ( creaseAngle === 0 ) {
  
  				normal.copy( vector );
  
  			} else {
  
  				for ( let i = 0, l = normals.length; i < l; i ++ ) {
  
  					if ( normals[ i ].angleTo( vector ) < creaseAngle ) {
  
  						normal.add( normals[ i ] );
  
  					}
  
  				}
  
  			}
  
  			return normal.normalize();
  
  		}
  
  		function toColorArray( colors ) {
  
  			const array = [];
  
  			for ( let i = 0, l = colors.length; i < l; i += 3 ) {
  
  				array.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
  
  			}
  
  			return array;
  
  		}
  
  		/**
  		 * Vertically paints the faces interpolating between the
  		 * specified colors at the specified angels. This is used for the Background
  		 * node, but could be applied to other nodes with multiple faces as well.
  		 *
  		 * When used with the Background node, default is directionIsDown is true if
  		 * interpolating the skyColor down from the Zenith. When interpolationg up from
  		 * the Nadir i.e. interpolating the groundColor, the directionIsDown is false.
  		 *
  		 * The first angle is never specified, it is the Zenith (0 rad). Angles are specified
  		 * in radians. The geometry is thought a sphere, but could be anything. The color interpolation
  		 * is linear along the Y axis in any case.
  		 *
  		 * You must specify one more color than you have angles at the beginning of the colors array.
  		 * This is the color of the Zenith (the top of the shape).
  		 *
  		 * @param {BufferGeometry} geometry
  		 * @param {number} radius
  		 * @param {array} angles
  		 * @param {array} colors
  		 * @param {boolean} topDown - Whether to work top down or bottom up.
  		 */
  		function paintFaces( geometry, radius, angles, colors, topDown ) {
  
  			// compute threshold values
  
  			const thresholds = [];
  			const startAngle = ( topDown === true ) ? 0 : Math.PI;
  
  			for ( let i = 0, l = colors.length; i < l; i ++ ) {
  
  				let angle = ( i === 0 ) ? 0 : angles[ i - 1 ];
  				angle = ( topDown === true ) ? angle : ( startAngle - angle );
  
  				const point = new Vector3();
  				point.setFromSphericalCoords( radius, angle, 0 );
  
  				thresholds.push( point );
  
  			}
  
  			// generate vertex colors
  
  			const indices = geometry.index;
  			const positionAttribute = geometry.attributes.position;
  			const colorAttribute = new BufferAttribute( new Float32Array( geometry.attributes.position.count * 3 ), 3 );
  
  			const position = new Vector3();
  			const color = new Color();
  
  			for ( let i = 0; i < indices.count; i ++ ) {
  
  				const index = indices.getX( i );
  				position.fromBufferAttribute( positionAttribute, index );
  
  				let thresholdIndexA, thresholdIndexB;
  				let t = 1;
  
  				for ( let j = 1; j < thresholds.length; j ++ ) {
  
  					thresholdIndexA = j - 1;
  					thresholdIndexB = j;
  
  					const thresholdA = thresholds[ thresholdIndexA ];
  					const thresholdB = thresholds[ thresholdIndexB ];
  
  					if ( topDown === true ) {
  
  						// interpolation for sky color
  
  						if ( position.y <= thresholdA.y && position.y > thresholdB.y ) {
  
  							t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );
  
  							break;
  
  						}
  
  					} else {
  
  						// interpolation for ground color
  
  						if ( position.y >= thresholdA.y && position.y < thresholdB.y ) {
  
  							t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );
  
  							break;
  
  						}
  
  					}
  
  				}
  
  				const colorA = colors[ thresholdIndexA ];
  				const colorB = colors[ thresholdIndexB ];
  
  				color.copy( colorA ).lerp( colorB, t );
  
  				colorAttribute.setXYZ( index, color.r, color.g, color.b );
  
  			}
  
  			geometry.setAttribute( 'color', colorAttribute );
  
  		}
  
  		//
  
  		const textureLoader = new TextureLoader( this.manager );
  		textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  
  		// check version (only 2.0 is supported)
  
  		if ( data.indexOf( '#VRML V2.0' ) === - 1 ) {
  
  			throw Error( 'THREE.VRMLLexer: Version of VRML asset not supported.' );
  
  		}
  
  		// create JSON representing the tree structure of the VRML asset
  
  		const tree = generateVRMLTree( data );
  
  		// parse the tree structure to a three.js scene
  
  		const scene = parseTree( tree );
  
  		return scene;
  
  	}
  
  }
  
  class VRMLLexer {
  
  	constructor( tokens ) {
  
  		this.lexer = new chevrotain.Lexer( tokens ); // eslint-disable-line no-undef
  
  	}
  
  	lex( inputText ) {
  
  		const lexingResult = this.lexer.tokenize( inputText );
  
  		if ( lexingResult.errors.length > 0 ) {
  
  			console.error( lexingResult.errors );
  
  			throw Error( 'THREE.VRMLLexer: Lexing errors detected.' );
  
  		}
  
  		return lexingResult;
  
  	}
  
  }
  
  const CstParser = chevrotain.CstParser;// eslint-disable-line no-undef
  
  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 };
  