text: /**
   * @author mrdoob / http://mrdoob.com/
   */
  const THREE = require('../three64.js');
  
  const OBJLoader = function ( manager ) {
  
      this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
      this.materials = null;
  
      this.regexp = {
          // v float float float
          vertex_pattern           : /^v\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/,
          // vn float float float
          normal_pattern           : /^vn\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/,
          // vt float float
          uv_pattern               : /^vt\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/,
          // f vertex vertex vertex
          face_vertex              : /^f\s+(-?\d+)\s+(-?\d+)\s+(-?\d+)(?:\s+(-?\d+))?/,
          // f vertex/uv vertex/uv vertex/uv
          face_vertex_uv           : /^f\s+(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)(?:\s+(-?\d+)\/(-?\d+))?/,
          // f vertex/uv/normal vertex/uv/normal vertex/uv/normal
          face_vertex_uv_normal    : /^f\s+(-?\d+)\/(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)\/(-?\d+)(?:\s+(-?\d+)\/(-?\d+)\/(-?\d+))?/,
          // f vertex//normal vertex//normal vertex//normal
          face_vertex_normal       : /^f\s+(-?\d+)\/\/(-?\d+)\s+(-?\d+)\/\/(-?\d+)\s+(-?\d+)\/\/(-?\d+)(?:\s+(-?\d+)\/\/(-?\d+))?/,
          // o object_name | g group_name
          object_pattern           : /^[og]\s*(.+)?/,
          // s boolean
          smoothing_pattern        : /^s\s+(\d+|on|off)/,
          // mtllib file_reference
          material_library_pattern : /^mtllib /,
          // usemtl material_name
          material_use_pattern     : /^usemtl /
      };
  
  };
  
  OBJLoader.prototype = {
  
      constructor: OBJLoader,
  
      load: function ( url, onLoad, onProgress, onError ) {
  
          var scope = this;
  
          var loader = new THREE.FileLoader( scope.manager );
          loader.setPath( this.path );
          loader.load( url, function ( text ) {
  
              onLoad( scope.parse( text ) );
  
          }, onProgress, onError );
  
      },
  
      setPath: function ( value ) {
  
          this.path = value;
  
      },
  
      setMaterials: function ( materials ) {
  
          this.materials = materials;
  
      },
  
      _createParserState : function () {
  
          var state = {
              objects  : [],
              object   : {},
  
              vertices : [],
              normals  : [],
              uvs      : [],
  
              materialLibraries : [],
  
              startObject: function ( name, fromDeclaration ) {
  
                  // If the current object (initial from reset) is not from a g/o declaration in the parsed
                  // file. We need to use it for the first parsed g/o to keep things in sync.
                  if ( this.object && this.object.fromDeclaration === false ) {
  
                      this.object.name = name;
                      this.object.fromDeclaration = ( fromDeclaration !== false );
                      return;
  
                  }
  
                  var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  
                  if ( this.object && typeof this.object._finalize === 'function' ) {
  
                      this.object._finalize( true );
  
                  }
  
                  this.object = {
                      name : name || '',
                      fromDeclaration : ( fromDeclaration !== false ),
  
                      geometry : {
                          vertices : [],
                          normals  : [],
                          uvs      : []
                      },
                      materials : [],
                      smooth : true,
  
                      startMaterial : function( name, libraries ) {
  
                          var previous = this._finalize( false );
  
                          // New usemtl declaration overwrites an inherited material, except if faces were declared
                          // after the material, then it must be preserved for proper MultiMaterial continuation.
                          if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  
                              this.materials.splice( previous.index, 1 );
  
                          }
  
                          var material = {
                              index      : this.materials.length,
                              name       : name || '',
                              mtllib     : ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
                              smooth     : ( previous !== undefined ? previous.smooth : this.smooth ),
                              groupStart : ( previous !== undefined ? previous.groupEnd : 0 ),
                              groupEnd   : -1,
                              groupCount : -1,
                              inherited  : false,
  
                              clone : function( index ) {
                                  var cloned = {
                                      index      : ( typeof index === 'number' ? index : this.index ),
                                      name       : this.name,
                                      mtllib     : this.mtllib,
                                      smooth     : this.smooth,
                                      groupStart : 0,
                                      groupEnd   : -1,
                                      groupCount : -1,
                                      inherited  : false
                                  };
                                  cloned.clone = this.clone.bind(cloned);
                                  return cloned;
                              }
                          };
  
                          this.materials.push( material );
  
                          return material;
  
                      },
  
                      currentMaterial : function() {
  
                          if ( this.materials.length > 0 ) {
                              return this.materials[ this.materials.length - 1 ];
                          }
  
                          return undefined;
  
                      },
  
                      _finalize : function( end ) {
  
                          var lastMultiMaterial = this.currentMaterial();
                          if ( lastMultiMaterial && lastMultiMaterial.groupEnd === -1 ) {
  
                              lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
                              lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
                              lastMultiMaterial.inherited = false;
  
                          }
  
                          // Ignore objects tail materials if no face declarations followed them before a new o/g started.
                          if ( end && this.materials.length > 1 ) {
  
                              for ( var mi = this.materials.length - 1; mi >= 0; mi-- ) {
                                  if ( this.materials[mi].groupCount <= 0 ) {
                                      this.materials.splice( mi, 1 );
                                  }
                              }
  
                          }
  
                          // Guarantee at least one empty material, this makes the creation later more straight forward.
                          if ( end && this.materials.length === 0 ) {
  
                              this.materials.push({
                                  name   : '',
                                  smooth : this.smooth
                              });
  
                          }
  
                          return lastMultiMaterial;
  
                      }
                  };
  
                  // Inherit previous objects material.
                  // Spec tells us that a declared material must be set to all objects until a new material is declared.
                  // If a usemtl declaration is encountered while this new object is being parsed, it will
                  // overwrite the inherited material. Exception being that there was already face declarations
                  // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  
                  if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === "function" ) {
  
                      var declared = previousMaterial.clone( 0 );
                      declared.inherited = true;
                      this.object.materials.push( declared );
  
                  }
  
                  this.objects.push( this.object );
  
              },
  
              finalize : function() {
  
                  if ( this.object && typeof this.object._finalize === 'function' ) {
  
                      this.object._finalize( true );
  
                  }
  
              },
  
              parseVertexIndex: function ( value, len ) {
  
                  var index = parseInt( value, 10 );
                  return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  
              },
  
              parseNormalIndex: function ( value, len ) {
  
                  var index = parseInt( value, 10 );
                  return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  
              },
  
              parseUVIndex: function ( value, len ) {
  
                  var index = parseInt( value, 10 );
                  return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  
              },
  
              addVertex: function ( a, b, c ) {
  
                  var src = this.vertices;
                  var dst = this.object.geometry.vertices;
  
                  dst.push( src[ a + 0 ] );
                  dst.push( src[ a + 1 ] );
                  dst.push( src[ a + 2 ] );
                  dst.push( src[ b + 0 ] );
                  dst.push( src[ b + 1 ] );
                  dst.push( src[ b + 2 ] );
                  dst.push( src[ c + 0 ] );
                  dst.push( src[ c + 1 ] );
                  dst.push( src[ c + 2 ] );
  
              },
  
              addVertexLine: function ( a ) {
  
                  var src = this.vertices;
                  var dst = this.object.geometry.vertices;
  
                  dst.push( src[ a + 0 ] );
                  dst.push( src[ a + 1 ] );
                  dst.push( src[ a + 2 ] );
  
              },
  
              addNormal : function ( a, b, c ) {
  
                  var src = this.normals;
                  var dst = this.object.geometry.normals;
  
                  dst.push( src[ a + 0 ] );
                  dst.push( src[ a + 1 ] );
                  dst.push( src[ a + 2 ] );
                  dst.push( src[ b + 0 ] );
                  dst.push( src[ b + 1 ] );
                  dst.push( src[ b + 2 ] );
                  dst.push( src[ c + 0 ] );
                  dst.push( src[ c + 1 ] );
                  dst.push( src[ c + 2 ] );
  
              },
  
              addUV: function ( a, b, c ) {
  
                  var src = this.uvs;
                  var dst = this.object.geometry.uvs;
  
                  dst.push( src[ a + 0 ] );
                  dst.push( src[ a + 1 ] );
                  dst.push( src[ b + 0 ] );
                  dst.push( src[ b + 1 ] );
                  dst.push( src[ c + 0 ] );
                  dst.push( src[ c + 1 ] );
  
              },
  
              addUVLine: function ( a ) {
  
                  var src = this.uvs;
                  var dst = this.object.geometry.uvs;
  
                  dst.push( src[ a + 0 ] );
                  dst.push( src[ a + 1 ] );
  
              },
  
              addFace: function ( a, b, c, d, ua, ub, uc, ud, na, nb, nc, nd ) {
  
                  var vLen = this.vertices.length;
  
                  var ia = this.parseVertexIndex( a, vLen );
                  var ib = this.parseVertexIndex( b, vLen );
                  var ic = this.parseVertexIndex( c, vLen );
                  var id;
  
                  if ( d === undefined ) {
  
                      this.addVertex( ia, ib, ic );
  
                  } else {
  
                      id = this.parseVertexIndex( d, vLen );
  
                      this.addVertex( ia, ib, id );
                      this.addVertex( ib, ic, id );
  
                  }
  
                  if ( ua !== undefined ) {
  
                      var uvLen = this.uvs.length;
  
                      ia = this.parseUVIndex( ua, uvLen );
                      ib = this.parseUVIndex( ub, uvLen );
                      ic = this.parseUVIndex( uc, uvLen );
  
                      if ( d === undefined ) {
  
                          this.addUV( ia, ib, ic );
  
                      } else {
  
                          id = this.parseUVIndex( ud, uvLen );
  
                          this.addUV( ia, ib, id );
                          this.addUV( ib, ic, id );
  
                      }
  
                  }
  
                  if ( na !== undefined ) {
  
                      // Normals are many times the same. If so, skip function call and parseInt.
                      var nLen = this.normals.length;
                      ia = this.parseNormalIndex( na, nLen );
  
                      ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
                      ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
  
                      if ( d === undefined ) {
  
                          this.addNormal( ia, ib, ic );
  
                      } else {
  
                          id = this.parseNormalIndex( nd, nLen );
  
                          this.addNormal( ia, ib, id );
                          this.addNormal( ib, ic, id );
  
                      }
  
                  }
  
              },
  
              addLineGeometry: function ( vertices, uvs ) {
  
                  this.object.geometry.type = 'Line';
  
                  var vLen = this.vertices.length;
                  var uvLen = this.uvs.length;
  
                  for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  
                      this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  
                  }
  
                  for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  
                      this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  
                  }
  
              }
  
          };
  
          state.startObject( '', false );
  
          return state;
  
      },
  
      parse: function ( text ) {
  
          //console.time( 'OBJLoader' );
  
          var state = this._createParserState();
  
          if ( text.indexOf( '\r\n' ) !== - 1 ) {
  
              // This is faster than String.split with regex that splits on both
              text = text.replace( /\r\n/g, '\n' );
  
          }
  
          if ( text.indexOf( '\\\n' ) !== - 1) {
  
              // join lines separated by a line continuation character (\)
              text = text.replace( /\\\n/g, '' );
  
          }
  
          var lines = text.split( '\n' );
          var line = '', lineFirstChar = '', lineSecondChar = '';
          var lineLength = 0;
          var result = [];
  
          // Faster to just trim left side of the line. Use if available.
          var trimLeft = ( typeof ''.trimLeft === 'function' );
  
          for ( var i = 0, l = lines.length; i < l; i ++ ) {
  
              line = lines[ i ];
  
              line = trimLeft ? line.trimLeft() : line.trim();
  
              lineLength = line.length;
  
              if ( lineLength === 0 ) continue;
  
              lineFirstChar = line.charAt( 0 );
  
              // @todo invoke passed in handler if any
              if ( lineFirstChar === '#' ) continue;
  
              if ( lineFirstChar === 'v' ) {
  
                  lineSecondChar = line.charAt( 1 );
  
                  if ( lineSecondChar === ' ' && ( result = this.regexp.vertex_pattern.exec( line ) ) !== null ) {
  
                      // 0                  1      2      3
                      // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  
                      state.vertices.push(
                          parseFloat( result[ 1 ] ),
                          parseFloat( result[ 2 ] ),
                          parseFloat( result[ 3 ] )
                      );
  
                  } else if ( lineSecondChar === 'n' && ( result = this.regexp.normal_pattern.exec( line ) ) !== null ) {
  
                      // 0                   1      2      3
                      // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  
                      state.normals.push(
                          parseFloat( result[ 1 ] ),
                          parseFloat( result[ 2 ] ),
                          parseFloat( result[ 3 ] )
                      );
  
                  } else if ( lineSecondChar === 't' && ( result = this.regexp.uv_pattern.exec( line ) ) !== null ) {
  
                      // 0               1      2
                      // ["vt 0.1 0.2", "0.1", "0.2"]
  
                      state.uvs.push(
                          parseFloat( result[ 1 ] ),
                          parseFloat( result[ 2 ] )
                      );
  
                  } else {
  
                      throw new Error( "Unexpected vertex/normal/uv line: '" + line  + "'" );
  
                  }
  
              } else if ( lineFirstChar === "f" ) {
  
                  if ( ( result = this.regexp.face_vertex_uv_normal.exec( line ) ) !== null ) {
  
                      // f vertex/uv/normal vertex/uv/normal vertex/uv/normal
                      // 0                        1    2    3    4    5    6    7    8    9   10         11         12
                      // ["f 1/1/1 2/2/2 3/3/3", "1", "1", "1", "2", "2", "2", "3", "3", "3", undefined, undefined, undefined]
  
                      state.addFace(
                          result[ 1 ], result[ 4 ], result[ 7 ], result[ 10 ],
                          result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ],
                          result[ 3 ], result[ 6 ], result[ 9 ], result[ 12 ]
                      );
  
                  } else if ( ( result = this.regexp.face_vertex_uv.exec( line ) ) !== null ) {
  
                      // f vertex/uv vertex/uv vertex/uv
                      // 0                  1    2    3    4    5    6   7          8
                      // ["f 1/1 2/2 3/3", "1", "1", "2", "2", "3", "3", undefined, undefined]
  
                      state.addFace(
                          result[ 1 ], result[ 3 ], result[ 5 ], result[ 7 ],
                          result[ 2 ], result[ 4 ], result[ 6 ], result[ 8 ]
                      );
  
                  } else if ( ( result = this.regexp.face_vertex_normal.exec( line ) ) !== null ) {
  
                      // f vertex//normal vertex//normal vertex//normal
                      // 0                     1    2    3    4    5    6   7          8
                      // ["f 1//1 2//2 3//3", "1", "1", "2", "2", "3", "3", undefined, undefined]
  
                      state.addFace(
                          result[ 1 ], result[ 3 ], result[ 5 ], result[ 7 ],
                          undefined, undefined, undefined, undefined,
                          result[ 2 ], result[ 4 ], result[ 6 ], result[ 8 ]
                      );
  
                  } else if ( ( result = this.regexp.face_vertex.exec( line ) ) !== null ) {
  
                      // f vertex vertex vertex
                      // 0            1    2    3   4
                      // ["f 1 2 3", "1", "2", "3", undefined]
  
                      state.addFace(
                          result[ 1 ], result[ 2 ], result[ 3 ], result[ 4 ]
                      );
  
                  } else {
  
                      throw new Error( "Unexpected face line: '" + line  + "'" );
  
                  }
  
              } else if ( lineFirstChar === "l" ) {
  
                  var lineParts = line.substring( 1 ).trim().split( " " );
                  var lineVertices = [], lineUVs = [];
  
                  if ( line.indexOf( "/" ) === - 1 ) {
  
                      lineVertices = lineParts;
  
                  } else {
  
                      for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  
                          var parts = lineParts[ li ].split( "/" );
  
                          if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
                          if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  
                      }
  
                  }
                  state.addLineGeometry( lineVertices, lineUVs );
  
              } else if ( ( result = this.regexp.object_pattern.exec( line ) ) !== null ) {
  
                  // o object_name
                  // or
                  // g group_name
  
                  // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
                  // var name = result[ 0 ].substr( 1 ).trim();
                  var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  
                  state.startObject( name );
  
              } else if ( this.regexp.material_use_pattern.test( line ) ) {
  
                  // material
  
                  state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  
              } else if ( this.regexp.material_library_pattern.test( line ) ) {
  
                  // mtl file
  
                  state.materialLibraries.push( line.substring( 7 ).trim() );
  
              } else if ( ( result = this.regexp.smoothing_pattern.exec( line ) ) !== null ) {
  
                  // smooth shading
  
                  // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
                  // but does not define a usemtl for each face set.
                  // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
                  // This requires some care to not create extra material on each smooth value for "normal" obj files.
                  // where explicit usemtl defines geometry groups.
                  // Example asset: examples/models/obj/cerberus/Cerberus.obj
  
                  var value = result[ 1 ].trim().toLowerCase();
                  state.object.smooth = ( value === '1' || value === 'on' );
  
                  var material = state.object.currentMaterial();
                  if ( material ) {
  
                      material.smooth = state.object.smooth;
  
                  }
  
              } else {
  
                  // Handle null terminated files without exception
                  if ( line === '\0' ) continue;
  
                  throw new Error( "Unexpected line: '" + line  + "'" );
  
              }
  
          }
  
          state.finalize();
  
          var container = new THREE.Group();
          container.materialLibraries = [].concat( state.materialLibraries );
  
          for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  
              var object = state.objects[ i ];
              var geometry = object.geometry;
              var materials = object.materials;
              var isLine = ( geometry.type === 'Line' );
  
              // Skip o/g line declarations that did not follow with any faces
              if ( geometry.vertices.length === 0 ) continue;
  
              var buffergeometry = new THREE.BufferGeometry();
  
              buffergeometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( geometry.vertices ), 3 ) );
  
              if ( geometry.normals.length > 0 ) {
  
                  buffergeometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geometry.normals ), 3 ) );
  
              } else {
  
                  buffergeometry.computeVertexNormals();
  
              }
  
              if ( geometry.uvs.length > 0 ) {
  
                  buffergeometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( geometry.uvs ), 2 ) );
  
              }
  
              // Create materials
  
              var createdMaterials = [];
  
              for ( var mi = 0, miLen = materials.length; mi < miLen ; mi++ ) {
  
                  var sourceMaterial = materials[mi];
                  var material = undefined;
  
                  if ( this.materials !== null ) {
  
                      material = this.materials.create( sourceMaterial.name );
  
                      // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
                      if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
  
                          var materialLine = new THREE.LineBasicMaterial();
                          materialLine.copy( material );
                          materialLine.lights = false;
                          material = materialLine;
  
                      }
  
                  }
  
                  if ( ! material ) {
  
                      material = ( ! isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial() );
                      material.name = sourceMaterial.name;
  
                  }
  
                  material.shading = sourceMaterial.smooth ? THREE.SmoothShading : THREE.FlatShading;
  
                  createdMaterials.push(material);
  
              }
  
              // Create mesh
  
              var mesh;
  
              if ( createdMaterials.length > 1 ) {
  
                  for ( var mi = 0, miLen = materials.length; mi < miLen ; mi++ ) {
  
                      var sourceMaterial = materials[mi];
                      buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  
                  }
  
                  var multiMaterial = new THREE.MultiMaterial( createdMaterials );
                  mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, multiMaterial ) : new THREE.LineSegments( buffergeometry, multiMaterial ) );
  
              } else {
  
                  mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] ) );
              }
  
              mesh.name = object.name;
  
              container.add( mesh );
  
          }
  
          //console.timeEnd( 'OBJLoader' );
  
          return container;
  
      }
  
  };
  
  module.exports = exports = OBJLoader;