Преглед изворни кода

ColladaLoader: Split into modular files. (#32796)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
mrdoob пре 1 месец
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d8e0acbfea

Разлика између датотеке није приказан због своје велике величине
+ 23 - 4026
examples/jsm/loaders/ColladaLoader.js


+ 2210 - 0
examples/jsm/loaders/collada/ColladaComposer.js

@@ -0,0 +1,2210 @@
+import {
+	AmbientLight,
+	AnimationClip,
+	Bone,
+	BufferGeometry,
+	ClampToEdgeWrapping,
+	Color,
+	ColorManagement,
+	DirectionalLight,
+	DoubleSide,
+	Float32BufferAttribute,
+	FrontSide,
+	Group,
+	Line,
+	LineBasicMaterial,
+	LineSegments,
+	Loader,
+	MathUtils,
+	Matrix4,
+	Mesh,
+	MeshBasicMaterial,
+	MeshLambertMaterial,
+	MeshPhongMaterial,
+	OrthographicCamera,
+	PerspectiveCamera,
+	PointLight,
+	Quaternion,
+	QuaternionKeyframeTrack,
+	RepeatWrapping,
+	Skeleton,
+	SkinnedMesh,
+	SpotLight,
+	Vector2,
+	Vector3,
+	VectorKeyframeTrack,
+	SRGBColorSpace
+} from 'three';
+
+import { getElementsByTagName, parseFloats } from './ColladaParser.js';
+
+/**
+ * ColladaComposer converts parsed library data into Three.js objects.
+ */
+class ColladaComposer {
+
+	constructor( library, collada, textureLoader, tgaLoader ) {
+
+		this.library = library;
+		this.collada = collada;
+		this.textureLoader = textureLoader;
+		this.tgaLoader = tgaLoader;
+
+		this.tempColor = new Color();
+		this.animations = [];
+		this.kinematics = {};
+
+		// Reusable objects for animation
+		this.position = new Vector3();
+		this.scale = new Vector3();
+		this.quaternion = new Quaternion();
+		this.matrix = new Matrix4();
+
+	}
+
+	compose() {
+
+		const library = this.library;
+
+		this.buildLibrary( library.animations, this.buildAnimation.bind( this ) );
+		this.buildLibrary( library.clips, this.buildAnimationClip.bind( this ) );
+		this.buildLibrary( library.controllers, this.buildController.bind( this ) );
+		this.buildLibrary( library.images, this.buildImage.bind( this ) );
+		this.buildLibrary( library.effects, this.buildEffect.bind( this ) );
+		this.buildLibrary( library.materials, this.buildMaterial.bind( this ) );
+		this.buildLibrary( library.cameras, this.buildCamera.bind( this ) );
+		this.buildLibrary( library.lights, this.buildLight.bind( this ) );
+		this.buildLibrary( library.geometries, this.buildGeometry.bind( this ) );
+		this.buildLibrary( library.visualScenes, this.buildVisualScene.bind( this ) );
+
+		this.setupAnimations();
+		this.setupKinematics();
+
+		const scene = this.parseScene( getElementsByTagName( this.collada, 'scene' )[ 0 ] );
+		scene.animations = this.animations;
+
+		return {
+			scene: scene,
+			animations: this.animations,
+			kinematics: this.kinematics
+		};
+
+	}
+
+	buildLibrary( data, builder ) {
+
+		for ( const name in data ) {
+
+			const object = data[ name ];
+			object.build = builder( data[ name ] );
+
+		}
+
+	}
+
+	// get
+
+	getBuild( data, builder ) {
+
+		if ( data.build !== undefined ) return data.build;
+
+		data.build = builder( data );
+
+		return data.build;
+
+	}
+
+	isEmpty( object ) {
+
+		return Object.keys( object ).length === 0;
+
+	}
+
+	// animation
+
+	buildAnimation( data ) {
+
+		const tracks = [];
+
+		const channels = data.channels;
+		const samplers = data.samplers;
+		const sources = data.sources;
+
+		for ( const target in channels ) {
+
+			if ( channels.hasOwnProperty( target ) ) {
+
+				const channel = channels[ target ];
+				const sampler = samplers[ channel.sampler ];
+
+				const inputId = sampler.inputs.INPUT;
+				const outputId = sampler.inputs.OUTPUT;
+
+				const inputSource = sources[ inputId ];
+				const outputSource = sources[ outputId ];
+
+				const animation = this.buildAnimationChannel( channel, inputSource, outputSource );
+
+				this.createKeyframeTracks( animation, tracks );
+
+			}
+
+		}
+
+		return tracks;
+
+	}
+
+	getAnimation( id ) {
+
+		return this.getBuild( this.library.animations[ id ], this.buildAnimation.bind( this ) );
+
+	}
+
+	buildAnimationChannel( channel, inputSource, outputSource ) {
+
+		const node = this.library.nodes[ channel.id ];
+		const object3D = this.getNode( node.id );
+
+		const transform = node.transforms[ channel.sid ];
+		const defaultMatrix = node.matrix.clone().transpose();
+
+		let time, stride;
+		let i, il, j, jl;
+
+		const data = {};
+
+		// the collada spec allows the animation of data in various ways.
+		// depending on the transform type (matrix, translate, rotate, scale), we execute different logic
+
+		switch ( transform ) {
+
+			case 'matrix':
+
+				for ( i = 0, il = inputSource.array.length; i < il; i ++ ) {
+
+					time = inputSource.array[ i ];
+					stride = i * outputSource.stride;
+
+					if ( data[ time ] === undefined ) data[ time ] = {};
+
+					if ( channel.arraySyntax === true ) {
+
+						const value = outputSource.array[ stride ];
+						const index = channel.indices[ 0 ] + 4 * channel.indices[ 1 ];
+
+						data[ time ][ index ] = value;
+
+					} else {
+
+						for ( j = 0, jl = outputSource.stride; j < jl; j ++ ) {
+
+							data[ time ][ j ] = outputSource.array[ stride + j ];
+
+						}
+
+					}
+
+				}
+
+				break;
+
+			case 'translate':
+				console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform );
+				break;
+
+			case 'rotate':
+				console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform );
+				break;
+
+			case 'scale':
+				console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform );
+				break;
+
+		}
+
+		const keyframes = this.prepareAnimationData( data, defaultMatrix );
+
+		const animation = {
+			name: object3D.uuid,
+			keyframes: keyframes
+		};
+
+		return animation;
+
+	}
+
+	prepareAnimationData( data, defaultMatrix ) {
+
+		const keyframes = [];
+
+		// transfer data into a sortable array
+
+		for ( const time in data ) {
+
+			keyframes.push( { time: parseFloat( time ), value: data[ time ] } );
+
+		}
+
+		// ensure keyframes are sorted by time
+
+		keyframes.sort( ascending );
+
+		// now we clean up all animation data, so we can use them for keyframe tracks
+
+		for ( let i = 0; i < 16; i ++ ) {
+
+			this.transformAnimationData( keyframes, i, defaultMatrix.elements[ i ] );
+
+		}
+
+		return keyframes;
+
+		// array sort function
+
+		function ascending( a, b ) {
+
+			return a.time - b.time;
+
+		}
+
+	}
+
+	createKeyframeTracks( animation, tracks ) {
+
+		const keyframes = animation.keyframes;
+		const name = animation.name;
+
+		const times = [];
+		const positionData = [];
+		const quaternionData = [];
+		const scaleData = [];
+
+		const position = this.position;
+		const quaternion = this.quaternion;
+		const scale = this.scale;
+		const matrix = this.matrix;
+
+		for ( let i = 0, l = keyframes.length; i < l; i ++ ) {
+
+			const keyframe = keyframes[ i ];
+
+			const time = keyframe.time;
+			const value = keyframe.value;
+
+			matrix.fromArray( value ).transpose();
+			matrix.decompose( position, quaternion, scale );
+
+			times.push( time );
+			positionData.push( position.x, position.y, position.z );
+			quaternionData.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
+			scaleData.push( scale.x, scale.y, scale.z );
+
+		}
+
+		if ( positionData.length > 0 ) tracks.push( new VectorKeyframeTrack( name + '.position', times, positionData ) );
+		if ( quaternionData.length > 0 ) tracks.push( new QuaternionKeyframeTrack( name + '.quaternion', times, quaternionData ) );
+		if ( scaleData.length > 0 ) tracks.push( new VectorKeyframeTrack( name + '.scale', times, scaleData ) );
+
+		return tracks;
+
+	}
+
+	transformAnimationData( keyframes, property, defaultValue ) {
+
+		let keyframe;
+
+		let empty = true;
+		let i, l;
+
+		// check, if values of a property are missing in our keyframes
+
+		for ( i = 0, l = keyframes.length; i < l; i ++ ) {
+
+			keyframe = keyframes[ i ];
+
+			if ( keyframe.value[ property ] === undefined ) {
+
+				keyframe.value[ property ] = null; // mark as missing
+
+			} else {
+
+				empty = false;
+
+			}
+
+		}
+
+		if ( empty === true ) {
+
+			// no values at all, so we set a default value
+
+			for ( i = 0, l = keyframes.length; i < l; i ++ ) {
+
+				keyframe = keyframes[ i ];
+
+				keyframe.value[ property ] = defaultValue;
+
+			}
+
+		} else {
+
+			// filling gaps
+
+			this.createMissingKeyframes( keyframes, property );
+
+		}
+
+	}
+
+	createMissingKeyframes( keyframes, property ) {
+
+		let prev, next;
+
+		for ( let i = 0, l = keyframes.length; i < l; i ++ ) {
+
+			const keyframe = keyframes[ i ];
+
+			if ( keyframe.value[ property ] === null ) {
+
+				prev = this.getPrev( keyframes, i, property );
+				next = this.getNext( keyframes, i, property );
+
+				if ( prev === null ) {
+
+					keyframe.value[ property ] = next.value[ property ];
+					continue;
+
+				}
+
+				if ( next === null ) {
+
+					keyframe.value[ property ] = prev.value[ property ];
+					continue;
+
+				}
+
+				this.interpolate( keyframe, prev, next, property );
+
+			}
+
+		}
+
+	}
+
+	getPrev( keyframes, i, property ) {
+
+		while ( i >= 0 ) {
+
+			const keyframe = keyframes[ i ];
+
+			if ( keyframe.value[ property ] !== null ) return keyframe;
+
+			i --;
+
+		}
+
+		return null;
+
+	}
+
+	getNext( keyframes, i, property ) {
+
+		while ( i < keyframes.length ) {
+
+			const keyframe = keyframes[ i ];
+
+			if ( keyframe.value[ property ] !== null ) return keyframe;
+
+			i ++;
+
+		}
+
+		return null;
+
+	}
+
+	interpolate( key, prev, next, property ) {
+
+		if ( ( next.time - prev.time ) === 0 ) {
+
+			key.value[ property ] = prev.value[ property ];
+			return;
+
+		}
+
+		key.value[ property ] = ( ( key.time - prev.time ) * ( next.value[ property ] - prev.value[ property ] ) / ( next.time - prev.time ) ) + prev.value[ property ];
+
+	}
+
+	// animation clips
+
+	buildAnimationClip( data ) {
+
+		const tracks = [];
+
+		const name = data.name;
+		const duration = ( data.end - data.start ) || - 1;
+		const animations = data.animations;
+
+		for ( let i = 0, il = animations.length; i < il; i ++ ) {
+
+			const animationTracks = this.getAnimation( animations[ i ] );
+
+			for ( let j = 0, jl = animationTracks.length; j < jl; j ++ ) {
+
+				tracks.push( animationTracks[ j ] );
+
+			}
+
+		}
+
+		return new AnimationClip( name, duration, tracks );
+
+	}
+
+	getAnimationClip( id ) {
+
+		return this.getBuild( this.library.clips[ id ], this.buildAnimationClip.bind( this ) );
+
+	}
+
+	// controller
+
+	buildController( data ) {
+
+		const build = {
+			id: data.id
+		};
+
+		const geometry = this.library.geometries[ build.id ];
+
+		if ( data.skin !== undefined ) {
+
+			build.skin = this.buildSkin( data.skin );
+
+			// we enhance the 'sources' property of the corresponding geometry with our skin data
+
+			geometry.sources.skinIndices = build.skin.indices;
+			geometry.sources.skinWeights = build.skin.weights;
+
+		}
+
+		return build;
+
+	}
+
+	buildSkin( data ) {
+
+		const BONE_LIMIT = 4;
+
+		const build = {
+			joints: [], // this must be an array to preserve the joint order
+			indices: {
+				array: [],
+				stride: BONE_LIMIT
+			},
+			weights: {
+				array: [],
+				stride: BONE_LIMIT
+			}
+		};
+
+		const sources = data.sources;
+		const vertexWeights = data.vertexWeights;
+
+		const vcount = vertexWeights.vcount;
+		const v = vertexWeights.v;
+		const jointOffset = vertexWeights.inputs.JOINT.offset;
+		const weightOffset = vertexWeights.inputs.WEIGHT.offset;
+
+		const jointSource = data.sources[ data.joints.inputs.JOINT ];
+		const inverseSource = data.sources[ data.joints.inputs.INV_BIND_MATRIX ];
+
+		const weights = sources[ vertexWeights.inputs.WEIGHT.id ].array;
+		let stride = 0;
+
+		let i, j, l;
+
+		// process skin data for each vertex
+
+		for ( i = 0, l = vcount.length; i < l; i ++ ) {
+
+			const jointCount = vcount[ i ]; // this is the amount of joints that affect a single vertex
+			const vertexSkinData = [];
+
+			for ( j = 0; j < jointCount; j ++ ) {
+
+				const skinIndex = v[ stride + jointOffset ];
+				const weightId = v[ stride + weightOffset ];
+				const skinWeight = weights[ weightId ];
+
+				vertexSkinData.push( { index: skinIndex, weight: skinWeight } );
+
+				stride += 2;
+
+			}
+
+			// we sort the joints in descending order based on the weights.
+			// this ensures, we only proceed the most important joints of the vertex
+
+			vertexSkinData.sort( descending );
+
+			// now we provide for each vertex a set of four index and weight values.
+			// the order of the skin data matches the order of vertices
+
+			for ( j = 0; j < BONE_LIMIT; j ++ ) {
+
+				const d = vertexSkinData[ j ];
+
+				if ( d !== undefined ) {
+
+					build.indices.array.push( d.index );
+					build.weights.array.push( d.weight );
+
+				} else {
+
+					build.indices.array.push( 0 );
+					build.weights.array.push( 0 );
+
+				}
+
+			}
+
+		}
+
+		// setup bind matrix
+
+		if ( data.bindShapeMatrix ) {
+
+			build.bindMatrix = new Matrix4().fromArray( data.bindShapeMatrix ).transpose();
+
+		} else {
+
+			build.bindMatrix = new Matrix4().identity();
+
+		}
+
+		// process bones and inverse bind matrix data
+
+		for ( i = 0, l = jointSource.array.length; i < l; i ++ ) {
+
+			const name = jointSource.array[ i ];
+			const boneInverse = new Matrix4().fromArray( inverseSource.array, i * inverseSource.stride ).transpose();
+
+			build.joints.push( { name: name, boneInverse: boneInverse } );
+
+		}
+
+		return build;
+
+		// array sort function
+
+		function descending( a, b ) {
+
+			return b.weight - a.weight;
+
+		}
+
+	}
+
+	getController( id ) {
+
+		return this.getBuild( this.library.controllers[ id ], this.buildController.bind( this ) );
+
+	}
+
+	// image
+
+	buildImage( data ) {
+
+		if ( data.build !== undefined ) return data.build;
+
+		return data.init_from;
+
+	}
+
+	getImage( id ) {
+
+		const data = this.library.images[ id ];
+
+		if ( data !== undefined ) {
+
+			return this.getBuild( data, this.buildImage.bind( this ) );
+
+		}
+
+		console.warn( 'THREE.ColladaLoader: Couldn\'t find image with ID:', id );
+
+		return null;
+
+	}
+
+	// effect
+
+	buildEffect( data ) {
+
+		return data;
+
+	}
+
+	getEffect( id ) {
+
+		return this.getBuild( this.library.effects[ id ], this.buildEffect.bind( this ) );
+
+	}
+
+	// material
+
+	getTextureLoader( image ) {
+
+		let loader;
+
+		let extension = image.slice( ( image.lastIndexOf( '.' ) - 1 >>> 0 ) + 2 ); // http://www.jstips.co/en/javascript/get-file-extension/
+		extension = extension.toLowerCase();
+
+		switch ( extension ) {
+
+			case 'tga':
+				loader = this.tgaLoader;
+				break;
+
+			default:
+				loader = this.textureLoader;
+
+		}
+
+		return loader;
+
+	}
+
+	buildMaterial( data ) {
+
+		const effect = this.getEffect( data.url );
+		const technique = effect.profile.technique;
+
+		let material;
+
+		switch ( technique.type ) {
+
+			case 'phong':
+			case 'blinn':
+				material = new MeshPhongMaterial();
+				break;
+
+			case 'lambert':
+				material = new MeshLambertMaterial();
+				break;
+
+			default:
+				material = new MeshBasicMaterial();
+				break;
+
+		}
+
+		material.name = data.name || '';
+
+		const self = this;
+
+		function getTexture( textureObject, colorSpace = null ) {
+
+			const sampler = effect.profile.samplers[ textureObject.id ];
+			let image = null;
+
+			// get image
+
+			if ( sampler !== undefined ) {
+
+				const surface = effect.profile.surfaces[ sampler.source ];
+				image = self.getImage( surface.init_from );
+
+			} else {
+
+				console.warn( 'THREE.ColladaLoader: Undefined sampler. Access image directly (see #12530).' );
+				image = self.getImage( textureObject.id );
+
+			}
+
+			// create texture if image is available
+
+			if ( image !== null ) {
+
+				const loader = self.getTextureLoader( image );
+
+				if ( loader !== undefined ) {
+
+					const texture = loader.load( image );
+
+					const extra = textureObject.extra;
+
+					if ( extra !== undefined && extra.technique !== undefined && self.isEmpty( extra.technique ) === false ) {
+
+						const technique = extra.technique;
+
+						texture.wrapS = technique.wrapU ? RepeatWrapping : ClampToEdgeWrapping;
+						texture.wrapT = technique.wrapV ? RepeatWrapping : ClampToEdgeWrapping;
+
+						texture.offset.set( technique.offsetU || 0, technique.offsetV || 0 );
+						texture.repeat.set( technique.repeatU || 1, technique.repeatV || 1 );
+
+					} else {
+
+						texture.wrapS = RepeatWrapping;
+						texture.wrapT = RepeatWrapping;
+
+					}
+
+					if ( colorSpace !== null ) {
+
+						texture.colorSpace = colorSpace;
+
+					}
+
+					return texture;
+
+				} else {
+
+					console.warn( 'THREE.ColladaLoader: Loader for texture %s not found.', image );
+
+					return null;
+
+				}
+
+			} else {
+
+				console.warn( 'THREE.ColladaLoader: Couldn\'t create texture with ID:', textureObject.id );
+
+				return null;
+
+			}
+
+		}
+
+		const parameters = technique.parameters;
+
+		for ( const key in parameters ) {
+
+			const parameter = parameters[ key ];
+
+			switch ( key ) {
+
+				case 'diffuse':
+					if ( parameter.color ) material.color.fromArray( parameter.color );
+					if ( parameter.texture ) material.map = getTexture( parameter.texture, SRGBColorSpace );
+					break;
+				case 'specular':
+					if ( parameter.color && material.specular ) material.specular.fromArray( parameter.color );
+					if ( parameter.texture ) material.specularMap = getTexture( parameter.texture );
+					break;
+				case 'bump':
+					if ( parameter.texture ) material.normalMap = getTexture( parameter.texture );
+					break;
+				case 'ambient':
+					if ( parameter.texture ) material.lightMap = getTexture( parameter.texture, SRGBColorSpace );
+					break;
+				case 'shininess':
+					if ( parameter.float && material.shininess ) material.shininess = parameter.float;
+					break;
+				case 'emission':
+					if ( parameter.color && material.emissive ) material.emissive.fromArray( parameter.color );
+					if ( parameter.texture ) material.emissiveMap = getTexture( parameter.texture, SRGBColorSpace );
+					break;
+
+			}
+
+		}
+
+		ColorManagement.colorSpaceToWorking( material.color, SRGBColorSpace );
+		if ( material.specular ) ColorManagement.colorSpaceToWorking( material.specular, SRGBColorSpace );
+		if ( material.emissive ) ColorManagement.colorSpaceToWorking( material.emissive, SRGBColorSpace );
+
+		//
+
+		let transparent = parameters[ 'transparent' ];
+		let transparency = parameters[ 'transparency' ];
+
+		// <transparency> does not exist but <transparent>
+
+		if ( transparency === undefined && transparent ) {
+
+			transparency = {
+				float: 1
+			};
+
+		}
+
+		// <transparent> does not exist but <transparency>
+
+		if ( transparent === undefined && transparency ) {
+
+			transparent = {
+				opaque: 'A_ONE',
+				data: {
+					color: [ 1, 1, 1, 1 ]
+				} };
+
+		}
+
+		if ( transparent && transparency ) {
+
+			// handle case if a texture exists but no color
+
+			if ( transparent.data.texture ) {
+
+				// we do not set an alpha map (see #13792)
+
+				material.transparent = true;
+
+			} else {
+
+				const color = transparent.data.color;
+
+				switch ( transparent.opaque ) {
+
+					case 'A_ONE':
+						material.opacity = color[ 3 ] * transparency.float;
+						break;
+					case 'RGB_ZERO':
+						material.opacity = 1 - ( color[ 0 ] * transparency.float );
+						break;
+					case 'A_ZERO':
+						material.opacity = 1 - ( color[ 3 ] * transparency.float );
+						break;
+					case 'RGB_ONE':
+						material.opacity = color[ 0 ] * transparency.float;
+						break;
+					default:
+						console.warn( 'THREE.ColladaLoader: Invalid opaque type "%s" of transparent tag.', transparent.opaque );
+
+				}
+
+				if ( material.opacity < 1 ) material.transparent = true;
+
+			}
+
+		}
+
+		//
+
+
+		if ( technique.extra !== undefined && technique.extra.technique !== undefined ) {
+
+			const techniques = technique.extra.technique;
+
+			for ( const k in techniques ) {
+
+				const v = techniques[ k ];
+
+				switch ( k ) {
+
+					case 'double_sided':
+						material.side = ( v === 1 ? DoubleSide : FrontSide );
+						break;
+
+					case 'bump':
+						material.normalMap = getTexture( v.texture );
+						material.normalScale = new Vector2( 1, 1 );
+						break;
+
+				}
+
+			}
+
+		}
+
+		return material;
+
+	}
+
+	getMaterial( id ) {
+
+		return this.getBuild( this.library.materials[ id ], this.buildMaterial.bind( this ) );
+
+	}
+
+	// camera
+
+	buildCamera( data ) {
+
+		let camera;
+
+		switch ( data.optics.technique ) {
+
+			case 'perspective':
+				camera = new PerspectiveCamera(
+					data.optics.parameters.yfov,
+					data.optics.parameters.aspect_ratio,
+					data.optics.parameters.znear,
+					data.optics.parameters.zfar
+				);
+				break;
+
+			case 'orthographic':
+				let ymag = data.optics.parameters.ymag;
+				let xmag = data.optics.parameters.xmag;
+				const aspectRatio = data.optics.parameters.aspect_ratio;
+
+				xmag = ( xmag === undefined ) ? ( ymag * aspectRatio ) : xmag;
+				ymag = ( ymag === undefined ) ? ( xmag / aspectRatio ) : ymag;
+
+				xmag *= 0.5;
+				ymag *= 0.5;
+
+				camera = new OrthographicCamera(
+					- xmag, xmag, ymag, - ymag, // left, right, top, bottom
+					data.optics.parameters.znear,
+					data.optics.parameters.zfar
+				);
+				break;
+
+			default:
+				camera = new PerspectiveCamera();
+				break;
+
+		}
+
+		camera.name = data.name || '';
+
+		return camera;
+
+	}
+
+	getCamera( id ) {
+
+		const data = this.library.cameras[ id ];
+
+		if ( data !== undefined ) {
+
+			return this.getBuild( data, this.buildCamera.bind( this ) );
+
+		}
+
+		console.warn( 'THREE.ColladaLoader: Couldn\'t find camera with ID:', id );
+
+		return null;
+
+	}
+
+	// light
+
+	buildLight( data ) {
+
+		let light;
+
+		switch ( data.technique ) {
+
+			case 'directional':
+				light = new DirectionalLight();
+				break;
+
+			case 'point':
+				light = new PointLight();
+				break;
+
+			case 'spot':
+				light = new SpotLight();
+				break;
+
+			case 'ambient':
+				light = new AmbientLight();
+				break;
+
+		}
+
+		if ( data.parameters.color ) light.color.copy( data.parameters.color );
+		if ( data.parameters.distance ) light.distance = data.parameters.distance;
+
+		return light;
+
+	}
+
+	getLight( id ) {
+
+		const data = this.library.lights[ id ];
+
+		if ( data !== undefined ) {
+
+			return this.getBuild( data, this.buildLight.bind( this ) );
+
+		}
+
+		console.warn( 'THREE.ColladaLoader: Couldn\'t find light with ID:', id );
+
+		return null;
+
+	}
+
+	// geometry
+
+	groupPrimitives( primitives ) {
+
+		const build = {};
+
+		for ( let i = 0; i < primitives.length; i ++ ) {
+
+			const primitive = primitives[ i ];
+
+			if ( build[ primitive.type ] === undefined ) build[ primitive.type ] = [];
+
+			build[ primitive.type ].push( primitive );
+
+		}
+
+		return build;
+
+	}
+
+	checkUVCoordinates( primitives ) {
+
+		let count = 0;
+
+		for ( let i = 0, l = primitives.length; i < l; i ++ ) {
+
+			const primitive = primitives[ i ];
+
+			if ( primitive.hasUV === true ) {
+
+				count ++;
+
+			}
+
+		}
+
+		if ( count > 0 && count < primitives.length ) {
+
+			primitives.uvsNeedsFix = true;
+
+		}
+
+	}
+
+	buildGeometry( data ) {
+
+		const build = {};
+
+		const sources = data.sources;
+		const vertices = data.vertices;
+		const primitives = data.primitives;
+
+		if ( primitives.length === 0 ) return {};
+
+		// our goal is to create one buffer geometry for a single type of primitives
+		// first, we group all primitives by their type
+
+		const groupedPrimitives = this.groupPrimitives( primitives );
+
+		for ( const type in groupedPrimitives ) {
+
+			const primitiveType = groupedPrimitives[ type ];
+
+			// second, ensure consistent uv coordinates for each type of primitives (polylist,triangles or lines)
+
+			this.checkUVCoordinates( primitiveType );
+
+			// third, create a buffer geometry for each type of primitives
+
+			build[ type ] = this.buildGeometryType( primitiveType, sources, vertices );
+
+		}
+
+		return build;
+
+	}
+
+	buildGeometryType( primitives, sources, vertices ) {
+
+		const build = {};
+
+		const position = { array: [], stride: 0 };
+		const normal = { array: [], stride: 0 };
+		const uv = { array: [], stride: 0 };
+		const uv1 = { array: [], stride: 0 };
+		const color = { array: [], stride: 0 };
+
+		const skinIndex = { array: [], stride: 4 };
+		const skinWeight = { array: [], stride: 4 };
+
+		const geometry = new BufferGeometry();
+
+		const materialKeys = [];
+
+		let start = 0;
+
+		for ( let p = 0; p < primitives.length; p ++ ) {
+
+			const primitive = primitives[ p ];
+			const inputs = primitive.inputs;
+
+			// groups
+
+			let count = 0;
+
+			switch ( primitive.type ) {
+
+				case 'lines':
+				case 'linestrips':
+					count = primitive.count * 2;
+					break;
+
+				case 'triangles':
+					count = primitive.count * 3;
+					break;
+
+				case 'polylist':
+
+					for ( let g = 0; g < primitive.count; g ++ ) {
+
+						const vc = primitive.vcount[ g ];
+
+						switch ( vc ) {
+
+							case 3:
+								count += 3; // single triangle
+								break;
+
+							case 4:
+								count += 6; // quad, subdivided into two triangles
+								break;
+
+							default:
+								count += ( vc - 2 ) * 3; // polylist with more than four vertices
+								break;
+
+						}
+
+					}
+
+					break;
+
+				default:
+					console.warn( 'THREE.ColladaLoader: Unknown primitive type:', primitive.type );
+
+			}
+
+			geometry.addGroup( start, count, p );
+			start += count;
+
+			// material
+
+			if ( primitive.material ) {
+
+				materialKeys.push( primitive.material );
+
+			}
+
+			// geometry data
+
+			for ( const name in inputs ) {
+
+				const input = inputs[ name ];
+
+				switch ( name )	{
+
+					case 'VERTEX':
+						for ( const key in vertices ) {
+
+							const id = vertices[ key ];
+
+							switch ( key ) {
+
+								case 'POSITION':
+									const prevLength = position.array.length;
+									this.buildGeometryData( primitive, sources[ id ], input.offset, position.array );
+									position.stride = sources[ id ].stride;
+
+									if ( sources.skinWeights && sources.skinIndices ) {
+
+										this.buildGeometryData( primitive, sources.skinIndices, input.offset, skinIndex.array );
+										this.buildGeometryData( primitive, sources.skinWeights, input.offset, skinWeight.array );
+
+									}
+
+									// see #3803
+
+									if ( primitive.hasUV === false && primitives.uvsNeedsFix === true ) {
+
+										const count = ( position.array.length - prevLength ) / position.stride;
+
+										for ( let i = 0; i < count; i ++ ) {
+
+											// fill missing uv coordinates
+
+											uv.array.push( 0, 0 );
+
+										}
+
+									}
+
+									break;
+
+								case 'NORMAL':
+									this.buildGeometryData( primitive, sources[ id ], input.offset, normal.array );
+									normal.stride = sources[ id ].stride;
+									break;
+
+								case 'COLOR':
+									this.buildGeometryData( primitive, sources[ id ], input.offset, color.array );
+									color.stride = sources[ id ].stride;
+									break;
+
+								case 'TEXCOORD':
+									this.buildGeometryData( primitive, sources[ id ], input.offset, uv.array );
+									uv.stride = sources[ id ].stride;
+									break;
+
+								case 'TEXCOORD1':
+									this.buildGeometryData( primitive, sources[ id ], input.offset, uv1.array );
+									uv.stride = sources[ id ].stride;
+									break;
+
+								default:
+									console.warn( 'THREE.ColladaLoader: Semantic "%s" not handled in geometry build process.', key );
+
+							}
+
+						}
+
+						break;
+
+					case 'NORMAL':
+						this.buildGeometryData( primitive, sources[ input.id ], input.offset, normal.array );
+						normal.stride = sources[ input.id ].stride;
+						break;
+
+					case 'COLOR':
+						this.buildGeometryData( primitive, sources[ input.id ], input.offset, color.array, true );
+						color.stride = sources[ input.id ].stride;
+						break;
+
+					case 'TEXCOORD':
+						this.buildGeometryData( primitive, sources[ input.id ], input.offset, uv.array );
+						uv.stride = sources[ input.id ].stride;
+						break;
+
+					case 'TEXCOORD1':
+						this.buildGeometryData( primitive, sources[ input.id ], input.offset, uv1.array );
+						uv1.stride = sources[ input.id ].stride;
+						break;
+
+				}
+
+			}
+
+		}
+
+		// build geometry
+
+		if ( position.array.length > 0 ) geometry.setAttribute( 'position', new Float32BufferAttribute( position.array, position.stride ) );
+		if ( normal.array.length > 0 ) geometry.setAttribute( 'normal', new Float32BufferAttribute( normal.array, normal.stride ) );
+		if ( color.array.length > 0 ) geometry.setAttribute( 'color', new Float32BufferAttribute( color.array, color.stride ) );
+		if ( uv.array.length > 0 ) geometry.setAttribute( 'uv', new Float32BufferAttribute( uv.array, uv.stride ) );
+		if ( uv1.array.length > 0 ) geometry.setAttribute( 'uv1', new Float32BufferAttribute( uv1.array, uv1.stride ) );
+
+		if ( skinIndex.array.length > 0 ) geometry.setAttribute( 'skinIndex', new Float32BufferAttribute( skinIndex.array, skinIndex.stride ) );
+		if ( skinWeight.array.length > 0 ) geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeight.array, skinWeight.stride ) );
+
+		build.data = geometry;
+		build.type = primitives[ 0 ].type;
+		build.materialKeys = materialKeys;
+
+		return build;
+
+	}
+
+	buildGeometryData( primitive, source, offset, array, isColor = false ) {
+
+		const indices = primitive.p;
+		const stride = primitive.stride;
+		const vcount = primitive.vcount;
+
+		const tempColor = this.tempColor;
+
+		function pushVector( i ) {
+
+			let index = indices[ i + offset ] * sourceStride;
+			const length = index + sourceStride;
+
+			for ( ; index < length; index ++ ) {
+
+				array.push( sourceArray[ index ] );
+
+			}
+
+			if ( isColor ) {
+
+				// convert the vertex colors from srgb to linear if present
+				const startIndex = array.length - sourceStride - 1;
+				tempColor.setRGB(
+					array[ startIndex + 0 ],
+					array[ startIndex + 1 ],
+					array[ startIndex + 2 ],
+					SRGBColorSpace
+				);
+
+				array[ startIndex + 0 ] = tempColor.r;
+				array[ startIndex + 1 ] = tempColor.g;
+				array[ startIndex + 2 ] = tempColor.b;
+
+			}
+
+		}
+
+		const sourceArray = source.array;
+		const sourceStride = source.stride;
+
+		if ( primitive.vcount !== undefined ) {
+
+			let index = 0;
+
+			for ( let i = 0, l = vcount.length; i < l; i ++ ) {
+
+				const count = vcount[ i ];
+
+				if ( count === 4 ) {
+
+					const a = index + stride * 0;
+					const b = index + stride * 1;
+					const c = index + stride * 2;
+					const d = index + stride * 3;
+
+					pushVector( a ); pushVector( b ); pushVector( d );
+					pushVector( b ); pushVector( c ); pushVector( d );
+
+				} else if ( count === 3 ) {
+
+					const a = index + stride * 0;
+					const b = index + stride * 1;
+					const c = index + stride * 2;
+
+					pushVector( a ); pushVector( b ); pushVector( c );
+
+				} else if ( count > 4 ) {
+
+					for ( let k = 1, kl = ( count - 2 ); k <= kl; k ++ ) {
+
+						const a = index + stride * 0;
+						const b = index + stride * k;
+						const c = index + stride * ( k + 1 );
+
+						pushVector( a ); pushVector( b ); pushVector( c );
+
+					}
+
+				}
+
+				index += stride * count;
+
+			}
+
+		} else {
+
+			for ( let i = 0, l = indices.length; i < l; i += stride ) {
+
+				pushVector( i );
+
+			}
+
+		}
+
+	}
+
+	getGeometry( id ) {
+
+		return this.getBuild( this.library.geometries[ id ], this.buildGeometry.bind( this ) );
+
+	}
+
+	// kinematics
+
+	buildKinematicsModel( data ) {
+
+		if ( data.build !== undefined ) return data.build;
+
+		return data;
+
+	}
+
+	getKinematicsModel( id ) {
+
+		return this.getBuild( this.library.kinematicsModels[ id ], this.buildKinematicsModel.bind( this ) );
+
+	}
+
+	buildKinematicsScene( data ) {
+
+		if ( data.build !== undefined ) return data.build;
+
+		return data;
+
+	}
+
+	getKinematicsScene( id ) {
+
+		return this.getBuild( this.library.kinematicsScenes[ id ], this.buildKinematicsScene.bind( this ) );
+
+	}
+
+	setupKinematics() {
+
+		const kinematicsModelId = Object.keys( this.library.kinematicsModels )[ 0 ];
+		const kinematicsSceneId = Object.keys( this.library.kinematicsScenes )[ 0 ];
+		const visualSceneId = Object.keys( this.library.visualScenes )[ 0 ];
+
+		if ( kinematicsModelId === undefined || kinematicsSceneId === undefined ) return;
+
+		const kinematicsModel = this.getKinematicsModel( kinematicsModelId );
+		const kinematicsScene = this.getKinematicsScene( kinematicsSceneId );
+		const visualScene = this.getVisualScene( visualSceneId );
+
+		const bindJointAxis = kinematicsScene.bindJointAxis;
+		const jointMap = {};
+
+		const collada = this.collada;
+		const self = this;
+
+		for ( let i = 0, l = bindJointAxis.length; i < l; i ++ ) {
+
+			const axis = bindJointAxis[ i ];
+
+			// the result of the following query is an element of type 'translate', 'rotate','scale' or 'matrix'
+
+			const targetElement = collada.querySelector( '[sid="' + axis.target + '"]' );
+
+			if ( targetElement ) {
+
+				// get the parent of the transform element
+
+				const parentVisualElement = targetElement.parentElement;
+
+				// connect the joint of the kinematics model with the element in the visual scene
+
+				connect( axis.jointIndex, parentVisualElement );
+
+			}
+
+		}
+
+		function connect( jointIndex, visualElement ) {
+
+			const visualElementName = visualElement.getAttribute( 'name' );
+			const joint = kinematicsModel.joints[ jointIndex ];
+			const transforms = self.buildTransformList( visualElement );
+
+			visualScene.traverse( function ( object ) {
+
+				if ( object.name === visualElementName ) {
+
+					jointMap[ jointIndex ] = {
+						object: object,
+						transforms: transforms,
+						joint: joint,
+						position: joint.zeroPosition
+					};
+
+				}
+
+			} );
+
+		}
+
+		const m0 = new Matrix4();
+		const matrix = this.matrix;
+
+		this.kinematics = {
+
+			joints: kinematicsModel && kinematicsModel.joints,
+
+			getJointValue: function ( jointIndex ) {
+
+				const jointData = jointMap[ jointIndex ];
+
+				if ( jointData ) {
+
+					return jointData.position;
+
+				} else {
+
+					console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' doesn\'t exist.' );
+
+				}
+
+			},
+
+			setJointValue: function ( jointIndex, value ) {
+
+				const jointData = jointMap[ jointIndex ];
+
+				if ( jointData ) {
+
+					const joint = jointData.joint;
+
+					if ( value > joint.limits.max || value < joint.limits.min ) {
+
+						console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' value ' + value + ' outside of limits (min: ' + joint.limits.min + ', max: ' + joint.limits.max + ').' );
+
+					} else if ( joint.static ) {
+
+						console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' is static.' );
+
+					} else {
+
+						const object = jointData.object;
+						const axis = joint.axis;
+						const transforms = jointData.transforms;
+
+						matrix.identity();
+
+						// each update, we have to apply all transforms in the correct order
+
+						for ( let i = 0; i < transforms.length; i ++ ) {
+
+							const transform = transforms[ i ];
+
+							// if there is a connection of the transform node with a joint, apply the joint value
+
+							if ( transform.sid && transform.sid.indexOf( jointIndex ) !== - 1 ) {
+
+								switch ( joint.type ) {
+
+									case 'revolute':
+										matrix.multiply( m0.makeRotationAxis( axis, MathUtils.degToRad( value ) ) );
+										break;
+
+									case 'prismatic':
+										matrix.multiply( m0.makeTranslation( axis.x * value, axis.y * value, axis.z * value ) );
+										break;
+
+									default:
+										console.warn( 'THREE.ColladaLoader: Unknown joint type: ' + joint.type );
+										break;
+
+								}
+
+							} else {
+
+								switch ( transform.type ) {
+
+									case 'matrix':
+										matrix.multiply( transform.obj );
+										break;
+
+									case 'translate':
+										matrix.multiply( m0.makeTranslation( transform.obj.x, transform.obj.y, transform.obj.z ) );
+										break;
+
+									case 'scale':
+										matrix.scale( transform.obj );
+										break;
+
+									case 'rotate':
+										matrix.multiply( m0.makeRotationAxis( transform.obj, transform.angle ) );
+										break;
+
+								}
+
+							}
+
+						}
+
+						object.matrix.copy( matrix );
+						object.matrix.decompose( object.position, object.quaternion, object.scale );
+
+						jointMap[ jointIndex ].position = value;
+
+					}
+
+				} else {
+
+					console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' does not exist.' );
+
+				}
+
+			}
+
+		};
+
+	}
+
+	buildTransformList( node ) {
+
+		const transforms = [];
+
+		const xml = this.collada.querySelector( '[id="' + node.id + '"]' );
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			let array, vector;
+
+			switch ( child.nodeName ) {
+
+				case 'matrix':
+					array = parseFloats( child.textContent );
+					const matrix = new Matrix4().fromArray( array ).transpose();
+					transforms.push( {
+						sid: child.getAttribute( 'sid' ),
+						type: child.nodeName,
+						obj: matrix
+					} );
+					break;
+
+				case 'translate':
+				case 'scale':
+					array = parseFloats( child.textContent );
+					vector = new Vector3().fromArray( array );
+					transforms.push( {
+						sid: child.getAttribute( 'sid' ),
+						type: child.nodeName,
+						obj: vector
+					} );
+					break;
+
+				case 'rotate':
+					array = parseFloats( child.textContent );
+					vector = new Vector3().fromArray( array );
+					const angle = MathUtils.degToRad( array[ 3 ] );
+					transforms.push( {
+						sid: child.getAttribute( 'sid' ),
+						type: child.nodeName,
+						obj: vector,
+						angle: angle
+					} );
+					break;
+
+			}
+
+		}
+
+		return transforms;
+
+	}
+
+	// nodes
+
+	buildSkeleton( skeletons, joints ) {
+
+		const boneData = [];
+		const sortedBoneData = [];
+
+		let i, j, data;
+
+		// a skeleton can have multiple root bones. collada expresses this
+		// situation with multiple "skeleton" tags per controller instance
+
+		for ( i = 0; i < skeletons.length; i ++ ) {
+
+			const skeleton = skeletons[ i ];
+
+			let root;
+
+			if ( this.hasNode( skeleton ) ) {
+
+				root = this.getNode( skeleton );
+				this.buildBoneHierarchy( root, joints, boneData );
+
+			} else if ( this.hasVisualScene( skeleton ) ) {
+
+				// handle case where the skeleton refers to the visual scene (#13335)
+
+				const visualScene = this.library.visualScenes[ skeleton ];
+				const children = visualScene.children;
+
+				for ( let j = 0; j < children.length; j ++ ) {
+
+					const child = children[ j ];
+
+					if ( child.type === 'JOINT' ) {
+
+						const root = this.getNode( child.id );
+						this.buildBoneHierarchy( root, joints, boneData );
+
+					}
+
+				}
+
+			} else {
+
+				console.error( 'THREE.ColladaLoader: Unable to find root bone of skeleton with ID:', skeleton );
+
+			}
+
+		}
+
+		// sort bone data (the order is defined in the corresponding controller)
+
+		for ( i = 0; i < joints.length; i ++ ) {
+
+			for ( j = 0; j < boneData.length; j ++ ) {
+
+				data = boneData[ j ];
+
+				if ( data.bone.name === joints[ i ].name ) {
+
+					sortedBoneData[ i ] = data;
+					data.processed = true;
+					break;
+
+				}
+
+			}
+
+		}
+
+		// add unprocessed bone data at the end of the list
+
+		for ( i = 0; i < boneData.length; i ++ ) {
+
+			data = boneData[ i ];
+
+			if ( data.processed === false ) {
+
+				sortedBoneData.push( data );
+				data.processed = true;
+
+			}
+
+		}
+
+		// setup arrays for skeleton creation
+
+		const bones = [];
+		const boneInverses = [];
+
+		for ( i = 0; i < sortedBoneData.length; i ++ ) {
+
+			data = sortedBoneData[ i ];
+
+			bones.push( data.bone );
+			boneInverses.push( data.boneInverse );
+
+		}
+
+		return new Skeleton( bones, boneInverses );
+
+	}
+
+	buildBoneHierarchy( root, joints, boneData ) {
+
+		// setup bone data from visual scene
+
+		root.traverse( function ( object ) {
+
+			if ( object.isBone === true ) {
+
+				let boneInverse;
+
+				// retrieve the boneInverse from the controller data
+
+				for ( let i = 0; i < joints.length; i ++ ) {
+
+					const joint = joints[ i ];
+
+					if ( joint.name === object.name ) {
+
+						boneInverse = joint.boneInverse;
+						break;
+
+					}
+
+				}
+
+				if ( boneInverse === undefined ) {
+
+					// Unfortunately, there can be joints in the visual scene that are not part of the
+					// corresponding controller. In this case, we have to create a dummy boneInverse matrix
+					// for the respective bone. This bone won't affect any vertices, because there are no skin indices
+					// and weights defined for it. But we still have to add the bone to the sorted bone list in order to
+					// ensure a correct animation of the model.
+
+					boneInverse = new Matrix4();
+
+				}
+
+				boneData.push( { bone: object, boneInverse: boneInverse, processed: false } );
+
+			}
+
+		} );
+
+	}
+
+	buildNode( data ) {
+
+		const objects = [];
+
+		const matrix = data.matrix;
+		const nodes = data.nodes;
+		const type = data.type;
+		const instanceCameras = data.instanceCameras;
+		const instanceControllers = data.instanceControllers;
+		const instanceLights = data.instanceLights;
+		const instanceGeometries = data.instanceGeometries;
+		const instanceNodes = data.instanceNodes;
+
+		// nodes
+
+		for ( let i = 0, l = nodes.length; i < l; i ++ ) {
+
+			objects.push( this.getNode( nodes[ i ] ) );
+
+		}
+
+		// instance cameras
+
+		for ( let i = 0, l = instanceCameras.length; i < l; i ++ ) {
+
+			const instanceCamera = this.getCamera( instanceCameras[ i ] );
+
+			if ( instanceCamera !== null ) {
+
+				objects.push( instanceCamera.clone() );
+
+			}
+
+		}
+
+		// instance controllers
+
+		for ( let i = 0, l = instanceControllers.length; i < l; i ++ ) {
+
+			const instance = instanceControllers[ i ];
+			const controller = this.getController( instance.id );
+			const geometries = this.getGeometry( controller.id );
+			const newObjects = this.buildObjects( geometries, instance.materials );
+
+			const skeletons = instance.skeletons;
+			const joints = controller.skin.joints;
+
+			const skeleton = this.buildSkeleton( skeletons, joints );
+
+			for ( let j = 0, jl = newObjects.length; j < jl; j ++ ) {
+
+				const object = newObjects[ j ];
+
+				if ( object.isSkinnedMesh ) {
+
+					object.bind( skeleton, controller.skin.bindMatrix );
+					object.normalizeSkinWeights();
+
+				}
+
+				objects.push( object );
+
+			}
+
+		}
+
+		// instance lights
+
+		for ( let i = 0, l = instanceLights.length; i < l; i ++ ) {
+
+			const instanceLight = this.getLight( instanceLights[ i ] );
+
+			if ( instanceLight !== null ) {
+
+				objects.push( instanceLight.clone() );
+
+			}
+
+		}
+
+		// instance geometries
+
+		for ( let i = 0, l = instanceGeometries.length; i < l; i ++ ) {
+
+			const instance = instanceGeometries[ i ];
+
+			// a single geometry instance in collada can lead to multiple object3Ds.
+			// this is the case when primitives are combined like triangles and lines
+
+			const geometries = this.getGeometry( instance.id );
+			const newObjects = this.buildObjects( geometries, instance.materials );
+
+			for ( let j = 0, jl = newObjects.length; j < jl; j ++ ) {
+
+				objects.push( newObjects[ j ] );
+
+			}
+
+		}
+
+		// instance nodes
+
+		for ( let i = 0, l = instanceNodes.length; i < l; i ++ ) {
+
+			objects.push( this.getNode( instanceNodes[ i ] ).clone() );
+
+		}
+
+		let object;
+
+		if ( nodes.length === 0 && objects.length === 1 ) {
+
+			object = objects[ 0 ];
+
+		} else {
+
+			object = ( type === 'JOINT' ) ? new Bone() : new Group();
+
+			for ( let i = 0; i < objects.length; i ++ ) {
+
+				object.add( objects[ i ] );
+
+			}
+
+		}
+
+		object.name = ( type === 'JOINT' ) ? data.sid : data.name;
+		object.matrix.copy( matrix );
+		object.matrix.decompose( object.position, object.quaternion, object.scale );
+
+		return object;
+
+	}
+
+	resolveMaterialBinding( keys, instanceMaterials ) {
+
+		const materials = [];
+
+		for ( let i = 0, l = keys.length; i < l; i ++ ) {
+
+			const id = instanceMaterials[ keys[ i ] ];
+
+			if ( id === undefined ) {
+
+				console.warn( 'THREE.ColladaLoader: Material with key %s not found. Apply fallback material.', keys[ i ] );
+				materials.push( this.fallbackMaterial );
+
+			} else {
+
+				materials.push( this.getMaterial( id ) );
+
+			}
+
+		}
+
+		return materials;
+
+	}
+
+	get fallbackMaterial() {
+
+		if ( this._fallbackMaterial === undefined ) {
+
+			this._fallbackMaterial = new MeshBasicMaterial( {
+				name: Loader.DEFAULT_MATERIAL_NAME,
+				color: 0xff00ff
+			} );
+
+		}
+
+		return this._fallbackMaterial;
+
+	}
+
+	buildObjects( geometries, instanceMaterials ) {
+
+		const objects = [];
+
+		for ( const type in geometries ) {
+
+			const geometry = geometries[ type ];
+
+			const materials = this.resolveMaterialBinding( geometry.materialKeys, instanceMaterials );
+
+			// handle case if no materials are defined
+
+			if ( materials.length === 0 ) {
+
+				if ( type === 'lines' || type === 'linestrips' ) {
+
+					materials.push( new LineBasicMaterial() );
+
+				} else {
+
+					materials.push( new MeshPhongMaterial() );
+
+				}
+
+			}
+
+			// Collada allows to use phong and lambert materials with lines. Replacing these cases with LineBasicMaterial.
+
+			if ( type === 'lines' || type === 'linestrips' ) {
+
+				for ( let i = 0, l = materials.length; i < l; i ++ ) {
+
+					const material = materials[ i ];
+
+					if ( material.isMeshPhongMaterial === true || material.isMeshLambertMaterial === true ) {
+
+						const lineMaterial = new LineBasicMaterial();
+
+						// copy compatible properties
+
+						lineMaterial.color.copy( material.color );
+						lineMaterial.opacity = material.opacity;
+						lineMaterial.transparent = material.transparent;
+
+						// replace material
+
+						materials[ i ] = lineMaterial;
+
+					}
+
+				}
+
+			}
+
+			// regard skinning
+
+			const skinning = ( geometry.data.attributes.skinIndex !== undefined );
+
+			// choose between a single or multi materials (material array)
+
+			const material = ( materials.length === 1 ) ? materials[ 0 ] : materials;
+
+			// now create a specific 3D object
+
+			let object;
+
+			switch ( type ) {
+
+				case 'lines':
+					object = new LineSegments( geometry.data, material );
+					break;
+
+				case 'linestrips':
+					object = new Line( geometry.data, material );
+					break;
+
+				case 'triangles':
+				case 'polylist':
+					if ( skinning ) {
+
+						object = new SkinnedMesh( geometry.data, material );
+
+					} else {
+
+						object = new Mesh( geometry.data, material );
+
+					}
+
+					break;
+
+			}
+
+			objects.push( object );
+
+		}
+
+		return objects;
+
+	}
+
+	hasNode( id ) {
+
+		return this.library.nodes[ id ] !== undefined;
+
+	}
+
+	getNode( id ) {
+
+		return this.getBuild( this.library.nodes[ id ], this.buildNode.bind( this ) );
+
+	}
+
+	// visual scenes
+
+	buildVisualScene( data ) {
+
+		const group = new Group();
+		group.name = data.name;
+
+		const children = data.children;
+
+		for ( let i = 0; i < children.length; i ++ ) {
+
+			const child = children[ i ];
+
+			group.add( this.getNode( child.id ) );
+
+		}
+
+		return group;
+
+	}
+
+	hasVisualScene( id ) {
+
+		return this.library.visualScenes[ id ] !== undefined;
+
+	}
+
+	getVisualScene( id ) {
+
+		return this.getBuild( this.library.visualScenes[ id ], this.buildVisualScene.bind( this ) );
+
+	}
+
+	// scenes
+
+	parseScene( xml ) {
+
+		const instance = getElementsByTagName( xml, 'instance_visual_scene' )[ 0 ];
+		return this.getVisualScene( this.parseId( instance.getAttribute( 'url' ) ) );
+
+	}
+
+	parseId( text ) {
+
+		return text.substring( 1 );
+
+	}
+
+	setupAnimations() {
+
+		const clips = this.library.clips;
+
+		if ( this.isEmpty( clips ) === true ) {
+
+			if ( this.isEmpty( this.library.animations ) === false ) {
+
+				// if there are animations but no clips, we create a default clip for playback
+
+				const tracks = [];
+
+				for ( const id in this.library.animations ) {
+
+					const animationTracks = this.getAnimation( id );
+
+					for ( let i = 0, l = animationTracks.length; i < l; i ++ ) {
+
+						tracks.push( animationTracks[ i ] );
+
+					}
+
+				}
+
+				this.animations.push( new AnimationClip( 'default', - 1, tracks ) );
+
+			}
+
+		} else {
+
+			for ( const id in clips ) {
+
+				this.animations.push( this.getAnimationClip( id ) );
+
+			}
+
+		}
+
+	}
+
+}
+
+export { ColladaComposer };

+ 1928 - 0
examples/jsm/loaders/collada/ColladaParser.js

@@ -0,0 +1,1928 @@
+import {
+	Color,
+	ColorManagement,
+	MathUtils,
+	Matrix4,
+	Vector3,
+	SRGBColorSpace
+} from 'three';
+
+/**
+ * Utility functions for parsing
+ */
+
+function getElementsByTagName( xml, name ) {
+
+	// Non recursive xml.getElementsByTagName() ...
+
+	const array = [];
+	const childNodes = xml.childNodes;
+
+	for ( let i = 0, l = childNodes.length; i < l; i ++ ) {
+
+		const child = childNodes[ i ];
+
+		if ( child.nodeName === name ) {
+
+			array.push( child );
+
+		}
+
+	}
+
+	return array;
+
+}
+
+function parseStrings( text ) {
+
+	if ( text.length === 0 ) return [];
+
+	return text.trim().split( /\s+/ );
+
+}
+
+function parseFloats( text ) {
+
+	if ( text.length === 0 ) return [];
+
+	return text.trim().split( /\s+/ ).map( parseFloat );
+
+}
+
+function parseInts( text ) {
+
+	if ( text.length === 0 ) return [];
+
+	return text.trim().split( /\s+/ ).map( s => parseInt( s ) );
+
+}
+
+function parseId( text ) {
+
+	return text.substring( 1 );
+
+}
+
+/**
+ * ColladaParser handles XML parsing and converts Collada XML to intermediate data structures.
+ */
+class ColladaParser {
+
+	constructor() {
+
+		this.count = 0;
+
+	}
+
+	generateId() {
+
+		return 'three_default_' + ( this.count ++ );
+
+	}
+
+	parse( text ) {
+
+		if ( text.length === 0 ) {
+
+			return null;
+
+		}
+
+		const xml = new DOMParser().parseFromString( text, 'application/xml' );
+
+		const collada = getElementsByTagName( xml, 'COLLADA' )[ 0 ];
+
+		const parserError = xml.getElementsByTagName( 'parsererror' )[ 0 ];
+		if ( parserError !== undefined ) {
+
+			// Chrome will return parser error with a div in it
+
+			const errorElement = getElementsByTagName( parserError, 'div' )[ 0 ];
+			let errorText;
+
+			if ( errorElement ) {
+
+				errorText = errorElement.textContent;
+
+			} else {
+
+				errorText = this.parserErrorToText( parserError );
+
+			}
+
+			console.error( 'THREE.ColladaLoader: Failed to parse collada file.\n', errorText );
+
+			return null;
+
+		}
+
+		// metadata
+
+		const version = collada.getAttribute( 'version' );
+		console.debug( 'THREE.ColladaLoader: File version', version );
+
+		const asset = this.parseAsset( getElementsByTagName( collada, 'asset' )[ 0 ] );
+
+		//
+
+		const library = {
+			animations: {},
+			clips: {},
+			controllers: {},
+			images: {},
+			effects: {},
+			materials: {},
+			cameras: {},
+			lights: {},
+			geometries: {},
+			nodes: {},
+			visualScenes: {},
+			kinematicsModels: {},
+			physicsModels: {},
+			kinematicsScenes: {}
+		};
+
+		this.library = library;
+		this.collada = collada;
+
+		this.parseLibrary( collada, 'library_animations', 'animation', this.parseAnimation.bind( this ) );
+		this.parseLibrary( collada, 'library_animation_clips', 'animation_clip', this.parseAnimationClip.bind( this ) );
+		this.parseLibrary( collada, 'library_controllers', 'controller', this.parseController.bind( this ) );
+		this.parseLibrary( collada, 'library_images', 'image', this.parseImage.bind( this ) );
+		this.parseLibrary( collada, 'library_effects', 'effect', this.parseEffect.bind( this ) );
+		this.parseLibrary( collada, 'library_materials', 'material', this.parseMaterial.bind( this ) );
+		this.parseLibrary( collada, 'library_cameras', 'camera', this.parseCamera.bind( this ) );
+		this.parseLibrary( collada, 'library_lights', 'light', this.parseLight.bind( this ) );
+		this.parseLibrary( collada, 'library_geometries', 'geometry', this.parseGeometry.bind( this ) );
+		this.parseLibrary( collada, 'library_nodes', 'node', this.parseNode.bind( this ) );
+		this.parseLibrary( collada, 'library_visual_scenes', 'visual_scene', this.parseVisualScene.bind( this ) );
+		this.parseLibrary( collada, 'library_kinematics_models', 'kinematics_model', this.parseKinematicsModel.bind( this ) );
+		this.parseLibrary( collada, 'library_physics_models', 'physics_model', this.parsePhysicsModel.bind( this ) );
+		this.parseLibrary( collada, 'scene', 'instance_kinematics_scene', this.parseKinematicsScene.bind( this ) );
+
+		return {
+			library: library,
+			asset: asset,
+			collada: collada
+		};
+
+	}
+
+	// convert the parser error element into text with each child elements text
+	// separated by new lines.
+
+	parserErrorToText( parserError ) {
+
+		const parts = [];
+		const stack = [ parserError ];
+
+		while ( stack.length ) {
+
+			const node = stack.shift();
+
+			if ( node.nodeType === Node.TEXT_NODE ) {
+
+				parts.push( node.textContent );
+
+			} else {
+
+				parts.push( '\n' );
+				stack.push( ...node.childNodes );
+
+			}
+
+		}
+
+		return parts.join( '' ).trim();
+
+	}
+
+	// asset
+
+	parseAsset( xml ) {
+
+		return {
+			unit: this.parseAssetUnit( getElementsByTagName( xml, 'unit' )[ 0 ] ),
+			upAxis: this.parseAssetUpAxis( getElementsByTagName( xml, 'up_axis' )[ 0 ] )
+		};
+
+	}
+
+	parseAssetUnit( xml ) {
+
+		if ( ( xml !== undefined ) && ( xml.hasAttribute( 'meter' ) === true ) ) {
+
+			return parseFloat( xml.getAttribute( 'meter' ) );
+
+		} else {
+
+			return 1; // default 1 meter
+
+		}
+
+	}
+
+	parseAssetUpAxis( xml ) {
+
+		return xml !== undefined ? xml.textContent : 'Y_UP';
+
+	}
+
+	// library
+
+	parseLibrary( xml, libraryName, nodeName, parser ) {
+
+		const library = getElementsByTagName( xml, libraryName )[ 0 ];
+
+		if ( library !== undefined ) {
+
+			const elements = getElementsByTagName( library, nodeName );
+
+			for ( let i = 0; i < elements.length; i ++ ) {
+
+				parser( elements[ i ] );
+
+			}
+
+		}
+
+	}
+
+	// animation
+
+	parseAnimation( xml ) {
+
+		const data = {
+			sources: {},
+			samplers: {},
+			channels: {}
+		};
+
+		let hasChildren = false;
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			let id;
+
+			switch ( child.nodeName ) {
+
+				case 'source':
+					id = child.getAttribute( 'id' );
+					data.sources[ id ] = this.parseSource( child );
+					break;
+
+				case 'sampler':
+					id = child.getAttribute( 'id' );
+					data.samplers[ id ] = this.parseAnimationSampler( child );
+					break;
+
+				case 'channel':
+					id = child.getAttribute( 'target' );
+					data.channels[ id ] = this.parseAnimationChannel( child );
+					break;
+
+				case 'animation':
+					// hierarchy of related animations
+					this.parseAnimation( child );
+					hasChildren = true;
+					break;
+
+				default:
+
+			}
+
+		}
+
+		if ( hasChildren === false ) {
+
+			// since 'id' attributes can be optional, it's necessary to generate a UUID for unique assignment
+
+			this.library.animations[ xml.getAttribute( 'id' ) || MathUtils.generateUUID() ] = data;
+
+		}
+
+	}
+
+	parseAnimationSampler( xml ) {
+
+		const data = {
+			inputs: {},
+		};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'input':
+					const id = parseId( child.getAttribute( 'source' ) );
+					const semantic = child.getAttribute( 'semantic' );
+					data.inputs[ semantic ] = id;
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseAnimationChannel( xml ) {
+
+		const data = {};
+
+		const target = xml.getAttribute( 'target' );
+
+		// parsing SID Addressing Syntax
+
+		let parts = target.split( '/' );
+
+		const id = parts.shift();
+		let sid = parts.shift();
+
+		// check selection syntax
+
+		const arraySyntax = ( sid.indexOf( '(' ) !== - 1 );
+		const memberSyntax = ( sid.indexOf( '.' ) !== - 1 );
+
+		if ( memberSyntax ) {
+
+			//  member selection access
+
+			parts = sid.split( '.' );
+			sid = parts.shift();
+			data.member = parts.shift();
+
+		} else if ( arraySyntax ) {
+
+			// array-access syntax. can be used to express fields in one-dimensional vectors or two-dimensional matrices.
+
+			const indices = sid.split( '(' );
+			sid = indices.shift();
+
+			for ( let i = 0; i < indices.length; i ++ ) {
+
+				indices[ i ] = parseInt( indices[ i ].replace( /\)/, '' ) );
+
+			}
+
+			data.indices = indices;
+
+		}
+
+		data.id = id;
+		data.sid = sid;
+
+		data.arraySyntax = arraySyntax;
+		data.memberSyntax = memberSyntax;
+
+		data.sampler = parseId( xml.getAttribute( 'source' ) );
+
+		return data;
+
+	}
+
+	// animation clips
+
+	parseAnimationClip( xml ) {
+
+		const data = {
+			name: xml.getAttribute( 'id' ) || 'default',
+			start: parseFloat( xml.getAttribute( 'start' ) || 0 ),
+			end: parseFloat( xml.getAttribute( 'end' ) || 0 ),
+			animations: []
+		};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'instance_animation':
+					data.animations.push( parseId( child.getAttribute( 'url' ) ) );
+					break;
+
+			}
+
+		}
+
+		this.library.clips[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	// controller
+
+	parseController( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'skin':
+					// there is exactly one skin per controller
+					data.id = parseId( child.getAttribute( 'source' ) );
+					data.skin = this.parseSkin( child );
+					break;
+
+				case 'morph':
+					data.id = parseId( child.getAttribute( 'source' ) );
+					console.warn( 'THREE.ColladaLoader: Morph target animation not supported yet.' );
+					break;
+
+			}
+
+		}
+
+		this.library.controllers[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	parseSkin( xml ) {
+
+		const data = {
+			sources: {}
+		};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'bind_shape_matrix':
+					data.bindShapeMatrix = parseFloats( child.textContent );
+					break;
+
+				case 'source':
+					const id = child.getAttribute( 'id' );
+					data.sources[ id ] = this.parseSource( child );
+					break;
+
+				case 'joints':
+					data.joints = this.parseJoints( child );
+					break;
+
+				case 'vertex_weights':
+					data.vertexWeights = this.parseVertexWeights( child );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseJoints( xml ) {
+
+		const data = {
+			inputs: {}
+		};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'input':
+					const semantic = child.getAttribute( 'semantic' );
+					const id = parseId( child.getAttribute( 'source' ) );
+					data.inputs[ semantic ] = id;
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseVertexWeights( xml ) {
+
+		const data = {
+			inputs: {}
+		};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'input':
+					const semantic = child.getAttribute( 'semantic' );
+					const id = parseId( child.getAttribute( 'source' ) );
+					const offset = parseInt( child.getAttribute( 'offset' ) );
+					data.inputs[ semantic ] = { id: id, offset: offset };
+					break;
+
+				case 'vcount':
+					data.vcount = parseInts( child.textContent );
+					break;
+
+				case 'v':
+					data.v = parseInts( child.textContent );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	// image
+
+	parseImage( xml ) {
+
+		const data = {
+			init_from: getElementsByTagName( xml, 'init_from' )[ 0 ].textContent
+		};
+
+		this.library.images[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	// effect
+
+	parseEffect( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'profile_COMMON':
+					data.profile = this.parseEffectProfileCOMMON( child );
+					break;
+
+			}
+
+		}
+
+		this.library.effects[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	parseEffectProfileCOMMON( xml ) {
+
+		const data = {
+			surfaces: {},
+			samplers: {}
+		};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'newparam':
+					this.parseEffectNewparam( child, data );
+					break;
+
+				case 'technique':
+					data.technique = this.parseEffectTechnique( child );
+					break;
+
+				case 'extra':
+					data.extra = this.parseEffectExtra( child );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseEffectNewparam( xml, data ) {
+
+		const sid = xml.getAttribute( 'sid' );
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'surface':
+					data.surfaces[ sid ] = this.parseEffectSurface( child );
+					break;
+
+				case 'sampler2D':
+					data.samplers[ sid ] = this.parseEffectSampler( child );
+					break;
+
+			}
+
+		}
+
+	}
+
+	parseEffectSurface( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'init_from':
+					data.init_from = child.textContent;
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseEffectSampler( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'source':
+					data.source = child.textContent;
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseEffectTechnique( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'constant':
+				case 'lambert':
+				case 'blinn':
+				case 'phong':
+					data.type = child.nodeName;
+					data.parameters = this.parseEffectParameters( child );
+					break;
+
+				case 'extra':
+					data.extra = this.parseEffectExtra( child );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseEffectParameters( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'emission':
+				case 'diffuse':
+				case 'specular':
+				case 'bump':
+				case 'ambient':
+				case 'shininess':
+				case 'transparency':
+					data[ child.nodeName ] = this.parseEffectParameter( child );
+					break;
+				case 'transparent':
+					data[ child.nodeName ] = {
+						opaque: child.hasAttribute( 'opaque' ) ? child.getAttribute( 'opaque' ) : 'A_ONE',
+						data: this.parseEffectParameter( child )
+					};
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseEffectParameter( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'color':
+					data[ child.nodeName ] = parseFloats( child.textContent );
+					break;
+
+				case 'float':
+					data[ child.nodeName ] = parseFloat( child.textContent );
+					break;
+
+				case 'texture':
+					data[ child.nodeName ] = { id: child.getAttribute( 'texture' ), extra: this.parseEffectParameterTexture( child ) };
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseEffectParameterTexture( xml ) {
+
+		const data = {
+			technique: {}
+		};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'extra':
+					this.parseEffectParameterTextureExtra( child, data );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseEffectParameterTextureExtra( xml, data ) {
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'technique':
+					this.parseEffectParameterTextureExtraTechnique( child, data );
+					break;
+
+			}
+
+		}
+
+	}
+
+	parseEffectParameterTextureExtraTechnique( xml, data ) {
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'repeatU':
+				case 'repeatV':
+				case 'offsetU':
+				case 'offsetV':
+					data.technique[ child.nodeName ] = parseFloat( child.textContent );
+					break;
+
+				case 'wrapU':
+				case 'wrapV':
+
+					// some files have values for wrapU/wrapV which become NaN via parseInt
+
+					if ( child.textContent.toUpperCase() === 'TRUE' ) {
+
+						data.technique[ child.nodeName ] = 1;
+
+					} else if ( child.textContent.toUpperCase() === 'FALSE' ) {
+
+						data.technique[ child.nodeName ] = 0;
+
+					} else {
+
+						data.technique[ child.nodeName ] = parseInt( child.textContent );
+
+					}
+
+					break;
+
+				case 'bump':
+					data[ child.nodeName ] = this.parseEffectExtraTechniqueBump( child );
+					break;
+
+			}
+
+		}
+
+	}
+
+	parseEffectExtra( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'technique':
+					data.technique = this.parseEffectExtraTechnique( child );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseEffectExtraTechnique( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'double_sided':
+					data[ child.nodeName ] = parseInt( child.textContent );
+					break;
+
+				case 'bump':
+					data[ child.nodeName ] = this.parseEffectExtraTechniqueBump( child );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseEffectExtraTechniqueBump( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'texture':
+					data[ child.nodeName ] = { id: child.getAttribute( 'texture' ), texcoord: child.getAttribute( 'texcoord' ), extra: this.parseEffectParameterTexture( child ) };
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	// material
+
+	parseMaterial( xml ) {
+
+		const data = {
+			name: xml.getAttribute( 'name' )
+		};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'instance_effect':
+					data.url = parseId( child.getAttribute( 'url' ) );
+					break;
+
+			}
+
+		}
+
+		this.library.materials[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	// camera
+
+	parseCamera( xml ) {
+
+		const data = {
+			name: xml.getAttribute( 'name' )
+		};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'optics':
+					data.optics = this.parseCameraOptics( child );
+					break;
+
+			}
+
+		}
+
+		this.library.cameras[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	parseCameraOptics( xml ) {
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			switch ( child.nodeName ) {
+
+				case 'technique_common':
+					return this.parseCameraTechnique( child );
+
+			}
+
+		}
+
+		return {};
+
+	}
+
+	parseCameraTechnique( xml ) {
+
+		const data = {};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			switch ( child.nodeName ) {
+
+				case 'perspective':
+				case 'orthographic':
+
+					data.technique = child.nodeName;
+					data.parameters = this.parseCameraParameters( child );
+
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseCameraParameters( xml ) {
+
+		const data = {};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			switch ( child.nodeName ) {
+
+				case 'xfov':
+				case 'yfov':
+				case 'xmag':
+				case 'ymag':
+				case 'znear':
+				case 'zfar':
+				case 'aspect_ratio':
+					data[ child.nodeName ] = parseFloat( child.textContent );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	// light
+
+	parseLight( xml ) {
+
+		let data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'technique_common':
+					data = this.parseLightTechnique( child );
+					break;
+
+			}
+
+		}
+
+		this.library.lights[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	parseLightTechnique( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'directional':
+				case 'point':
+				case 'spot':
+				case 'ambient':
+
+					data.technique = child.nodeName;
+					data.parameters = this.parseLightParameters( child );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseLightParameters( xml ) {
+
+		const data = {};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'color':
+					const array = parseFloats( child.textContent );
+					data.color = new Color().fromArray( array );
+					ColorManagement.colorSpaceToWorking( data.color, SRGBColorSpace );
+					break;
+
+				case 'falloff_angle':
+					data.falloffAngle = parseFloat( child.textContent );
+					break;
+
+				case 'quadratic_attenuation':
+					const f = parseFloat( child.textContent );
+					data.distance = f ? Math.sqrt( 1 / f ) : 0;
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	// geometry
+
+	parseGeometry( xml ) {
+
+		const data = {
+			name: xml.getAttribute( 'name' ),
+			sources: {},
+			vertices: {},
+			primitives: []
+		};
+
+		const mesh = getElementsByTagName( xml, 'mesh' )[ 0 ];
+
+		// the following tags inside geometry are not supported yet (see https://github.com/mrdoob/three.js/pull/12606): convex_mesh, spline, brep
+		if ( mesh === undefined ) return;
+
+		for ( let i = 0; i < mesh.childNodes.length; i ++ ) {
+
+			const child = mesh.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			const id = child.getAttribute( 'id' );
+
+			switch ( child.nodeName ) {
+
+				case 'source':
+					data.sources[ id ] = this.parseSource( child );
+					break;
+
+				case 'vertices':
+					// data.sources[ id ] = data.sources[ parseId( getElementsByTagName( child, 'input' )[ 0 ].getAttribute( 'source' ) ) ];
+					data.vertices = this.parseGeometryVertices( child );
+					break;
+
+				case 'polygons':
+					console.warn( 'THREE.ColladaLoader: Unsupported primitive type: ', child.nodeName );
+					break;
+
+				case 'lines':
+				case 'linestrips':
+				case 'polylist':
+				case 'triangles':
+					data.primitives.push( this.parseGeometryPrimitive( child ) );
+					break;
+
+				default:
+
+			}
+
+		}
+
+		this.library.geometries[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	parseSource( xml ) {
+
+		const data = {
+			array: [],
+			stride: 3
+		};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'float_array':
+					data.array = parseFloats( child.textContent );
+					break;
+
+				case 'Name_array':
+					data.array = parseStrings( child.textContent );
+					break;
+
+				case 'technique_common':
+					const accessor = getElementsByTagName( child, 'accessor' )[ 0 ];
+
+					if ( accessor !== undefined ) {
+
+						data.stride = parseInt( accessor.getAttribute( 'stride' ) );
+
+					}
+
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseGeometryVertices( xml ) {
+
+		const data = {};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			data[ child.getAttribute( 'semantic' ) ] = parseId( child.getAttribute( 'source' ) );
+
+		}
+
+		return data;
+
+	}
+
+	parseGeometryPrimitive( xml ) {
+
+		const primitive = {
+			type: xml.nodeName,
+			material: xml.getAttribute( 'material' ),
+			count: parseInt( xml.getAttribute( 'count' ) ),
+			inputs: {},
+			stride: 0,
+			hasUV: false
+		};
+
+		for ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'input':
+					const id = parseId( child.getAttribute( 'source' ) );
+					const semantic = child.getAttribute( 'semantic' );
+					const offset = parseInt( child.getAttribute( 'offset' ) );
+					const set = parseInt( child.getAttribute( 'set' ) );
+					const inputname = ( set > 0 ? semantic + set : semantic );
+					primitive.inputs[ inputname ] = { id: id, offset: offset };
+					primitive.stride = Math.max( primitive.stride, offset + 1 );
+					if ( semantic === 'TEXCOORD' ) primitive.hasUV = true;
+					break;
+
+				case 'vcount':
+					primitive.vcount = parseInts( child.textContent );
+					break;
+
+				case 'p':
+					primitive.p = parseInts( child.textContent );
+					break;
+
+			}
+
+		}
+
+		return primitive;
+
+	}
+
+	// kinematics
+
+	parseKinematicsModel( xml ) {
+
+		const data = {
+			name: xml.getAttribute( 'name' ) || '',
+			joints: {},
+			links: []
+		};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'technique_common':
+					this.parseKinematicsTechniqueCommon( child, data );
+					break;
+
+			}
+
+		}
+
+		this.library.kinematicsModels[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	parseKinematicsTechniqueCommon( xml, data ) {
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'joint':
+					data.joints[ child.getAttribute( 'sid' ) ] = this.parseKinematicsJoint( child );
+					break;
+
+				case 'link':
+					data.links.push( this.parseKinematicsLink( child ) );
+					break;
+
+			}
+
+		}
+
+	}
+
+	parseKinematicsJoint( xml ) {
+
+		let data;
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'prismatic':
+				case 'revolute':
+					data = this.parseKinematicsJointParameter( child );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseKinematicsJointParameter( xml ) {
+
+		const data = {
+			sid: xml.getAttribute( 'sid' ),
+			name: xml.getAttribute( 'name' ) || '',
+			axis: new Vector3(),
+			limits: {
+				min: 0,
+				max: 0
+			},
+			type: xml.nodeName,
+			static: false,
+			zeroPosition: 0,
+			middlePosition: 0
+		};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'axis':
+					const array = parseFloats( child.textContent );
+					data.axis.fromArray( array );
+					break;
+				case 'limits':
+					const max = child.getElementsByTagName( 'max' )[ 0 ];
+					const min = child.getElementsByTagName( 'min' )[ 0 ];
+
+					data.limits.max = parseFloat( max.textContent );
+					data.limits.min = parseFloat( min.textContent );
+					break;
+
+			}
+
+		}
+
+		// if min is equal to or greater than max, consider the joint static
+
+		if ( data.limits.min >= data.limits.max ) {
+
+			data.static = true;
+
+		}
+
+		// calculate middle position
+
+		data.middlePosition = ( data.limits.min + data.limits.max ) / 2.0;
+
+		return data;
+
+	}
+
+	parseKinematicsLink( xml ) {
+
+		const data = {
+			sid: xml.getAttribute( 'sid' ),
+			name: xml.getAttribute( 'name' ) || '',
+			attachments: [],
+			transforms: []
+		};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'attachment_full':
+					data.attachments.push( this.parseKinematicsAttachment( child ) );
+					break;
+
+				case 'matrix':
+				case 'translate':
+				case 'rotate':
+					data.transforms.push( this.parseKinematicsTransform( child ) );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseKinematicsAttachment( xml ) {
+
+		const data = {
+			joint: xml.getAttribute( 'joint' ).split( '/' ).pop(),
+			transforms: [],
+			links: []
+		};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'link':
+					data.links.push( this.parseKinematicsLink( child ) );
+					break;
+
+				case 'matrix':
+				case 'translate':
+				case 'rotate':
+					data.transforms.push( this.parseKinematicsTransform( child ) );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	parseKinematicsTransform( xml ) {
+
+		const data = {
+			type: xml.nodeName
+		};
+
+		const array = parseFloats( xml.textContent );
+
+		switch ( data.type ) {
+
+			case 'matrix':
+				data.obj = new Matrix4();
+				data.obj.fromArray( array ).transpose();
+				break;
+
+			case 'translate':
+				data.obj = new Vector3();
+				data.obj.fromArray( array );
+				break;
+
+			case 'rotate':
+				data.obj = new Vector3();
+				data.obj.fromArray( array );
+				data.angle = MathUtils.degToRad( array[ 3 ] );
+				break;
+
+		}
+
+		return data;
+
+	}
+
+	// physics
+
+	parsePhysicsModel( xml ) {
+
+		const data = {
+			name: xml.getAttribute( 'name' ) || '',
+			rigidBodies: {}
+		};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'rigid_body':
+					data.rigidBodies[ child.getAttribute( 'name' ) ] = {};
+					this.parsePhysicsRigidBody( child, data.rigidBodies[ child.getAttribute( 'name' ) ] );
+					break;
+
+			}
+
+		}
+
+		this.library.physicsModels[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	parsePhysicsRigidBody( xml, data ) {
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'technique_common':
+					this.parsePhysicsTechniqueCommon( child, data );
+					break;
+
+			}
+
+		}
+
+	}
+
+	parsePhysicsTechniqueCommon( xml, data ) {
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'inertia':
+					data.inertia = parseFloats( child.textContent );
+					break;
+
+				case 'mass':
+					data.mass = parseFloats( child.textContent )[ 0 ];
+					break;
+
+			}
+
+		}
+
+	}
+
+	// scene
+
+	parseKinematicsScene( xml ) {
+
+		const data = {
+			bindJointAxis: []
+		};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'bind_joint_axis':
+					data.bindJointAxis.push( this.parseKinematicsBindJointAxis( child ) );
+					break;
+
+			}
+
+		}
+
+		this.library.kinematicsScenes[ parseId( xml.getAttribute( 'url' ) ) ] = data;
+
+	}
+
+	parseKinematicsBindJointAxis( xml ) {
+
+		const data = {
+			target: xml.getAttribute( 'target' ).split( '/' ).pop()
+		};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			switch ( child.nodeName ) {
+
+				case 'axis':
+					const param = child.getElementsByTagName( 'param' )[ 0 ];
+					data.axis = param.textContent;
+					const tmpJointIndex = data.axis.split( 'inst_' ).pop().split( 'axis' )[ 0 ];
+					data.jointIndex = tmpJointIndex.substring( 0, tmpJointIndex.length - 1 );
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	// nodes
+
+	prepareNodes( xml ) {
+
+		const elements = xml.getElementsByTagName( 'node' );
+
+		// ensure all node elements have id attributes
+
+		for ( let i = 0; i < elements.length; i ++ ) {
+
+			const element = elements[ i ];
+
+			if ( element.hasAttribute( 'id' ) === false ) {
+
+				element.setAttribute( 'id', this.generateId() );
+
+			}
+
+		}
+
+	}
+
+	parseNode( xml ) {
+
+		const matrix = new Matrix4();
+		const vector = new Vector3();
+
+		const data = {
+			name: xml.getAttribute( 'name' ) || '',
+			type: xml.getAttribute( 'type' ),
+			id: xml.getAttribute( 'id' ),
+			sid: xml.getAttribute( 'sid' ),
+			matrix: new Matrix4(),
+			nodes: [],
+			instanceCameras: [],
+			instanceControllers: [],
+			instanceLights: [],
+			instanceGeometries: [],
+			instanceNodes: [],
+			transforms: {}
+		};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			if ( child.nodeType !== 1 ) continue;
+
+			let array;
+
+			switch ( child.nodeName ) {
+
+				case 'node':
+					data.nodes.push( child.getAttribute( 'id' ) );
+					this.parseNode( child );
+					break;
+
+				case 'instance_camera':
+					data.instanceCameras.push( parseId( child.getAttribute( 'url' ) ) );
+					break;
+
+				case 'instance_controller':
+					data.instanceControllers.push( this.parseNodeInstance( child ) );
+					break;
+
+				case 'instance_light':
+					data.instanceLights.push( parseId( child.getAttribute( 'url' ) ) );
+					break;
+
+				case 'instance_geometry':
+					data.instanceGeometries.push( this.parseNodeInstance( child ) );
+					break;
+
+				case 'instance_node':
+					data.instanceNodes.push( parseId( child.getAttribute( 'url' ) ) );
+					break;
+
+				case 'matrix':
+					array = parseFloats( child.textContent );
+					data.matrix.multiply( matrix.fromArray( array ).transpose() );
+					data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;
+					break;
+
+				case 'translate':
+					array = parseFloats( child.textContent );
+					vector.fromArray( array );
+					data.matrix.multiply( matrix.makeTranslation( vector.x, vector.y, vector.z ) );
+					data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;
+					break;
+
+				case 'rotate':
+					array = parseFloats( child.textContent );
+					const angle = MathUtils.degToRad( array[ 3 ] );
+					data.matrix.multiply( matrix.makeRotationAxis( vector.fromArray( array ), angle ) );
+					data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;
+					break;
+
+				case 'scale':
+					array = parseFloats( child.textContent );
+					data.matrix.scale( vector.fromArray( array ) );
+					data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;
+					break;
+
+				case 'extra':
+					break;
+
+				default:
+
+			}
+
+		}
+
+		if ( this.hasNode( data.id ) ) {
+
+			console.warn( 'THREE.ColladaLoader: There is already a node with ID %s. Exclude current node from further processing.', data.id );
+
+		} else {
+
+			this.library.nodes[ data.id ] = data;
+
+		}
+
+		return data;
+
+	}
+
+	parseNodeInstance( xml ) {
+
+		const data = {
+			id: parseId( xml.getAttribute( 'url' ) ),
+			materials: {},
+			skeletons: []
+		};
+
+		for ( let i = 0; i < xml.childNodes.length; i ++ ) {
+
+			const child = xml.childNodes[ i ];
+
+			switch ( child.nodeName ) {
+
+				case 'bind_material':
+					const instances = child.getElementsByTagName( 'instance_material' );
+
+					for ( let j = 0; j < instances.length; j ++ ) {
+
+						const instance = instances[ j ];
+						const symbol = instance.getAttribute( 'symbol' );
+						const target = instance.getAttribute( 'target' );
+
+						data.materials[ symbol ] = parseId( target );
+
+					}
+
+					break;
+
+				case 'skeleton':
+					data.skeletons.push( parseId( child.textContent ) );
+					break;
+
+				default:
+					break;
+
+			}
+
+		}
+
+		return data;
+
+	}
+
+	// visual scenes
+
+	parseVisualScene( xml ) {
+
+		const data = {
+			name: xml.getAttribute( 'name' ),
+			children: []
+		};
+
+		this.prepareNodes( xml );
+
+		const elements = getElementsByTagName( xml, 'node' );
+
+		for ( let i = 0; i < elements.length; i ++ ) {
+
+			data.children.push( this.parseNode( elements[ i ] ) );
+
+		}
+
+		this.library.visualScenes[ xml.getAttribute( 'id' ) ] = data;
+
+	}
+
+	hasNode( id ) {
+
+		return this.library.nodes[ id ] !== undefined;
+
+	}
+
+}
+
+export { ColladaParser, getElementsByTagName, parseStrings, parseFloats, parseInts, parseId };

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