text: /**
   * Modified version of THREE.OBJLoader from three.js
   * @author mrdoob / http://mrdoob.com/
   * @license MIT License <http://www.opensource.org/licenses/mit-license.php>
   */
  
  THREE.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]+)/,
  		// v float float float float float float
  		vertex_color_pattern     : /^v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\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 /
  	};
  
  };
  
  THREE.OBJLoader.prototype = {
  
  	constructor: THREE.OBJLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  		if (this.mtlOptions) {
  			this._loadWithMtl(url, this.mtlOptions, onLoad, onProgress, onError);
  		} else {
  			this._loadSimple(url, onLoad, onProgress, onError);
  		}
  	},
  
  	// AXC: Custom file loader
  	getFileLoader: function() {
  		return new THREE.FileLoader(this.manager);
  	},
  	/**
  	 * Load a Wavefront OBJ file with materials (MTL file)
  	 *
  	 * If the MTL file cannot be loaded, then a MeshLambertMaterial is used as a default
  	 * @param url - Location of OBJ file to load
  	 * @param mtlurl - MTL file to load (optional, if not specified, attempts to use MTL specified in OBJ file)
  	 * @param options - Options on how to interpret the material (see THREE.MTLLoader.MaterialCreator )
  	 */
  	_loadWithMtl: function ( url, options, onLoad, onProgress, onError ) {
  		var scope = this;
  
  		// AXC: Custom file loader
  		var mtlurl = options.mtl;
  		var mtlLoader = options.mtlLoader || new THREE.MTLLoader( this.manager );
  		if (typeof url === 'string') {
  			mtlLoader.setBaseUrl( url.substr( 0, url.lastIndexOf( "/" ) + 1 ) );
  		}
  		mtlLoader.setCrossOrigin( this.crossOrigin );
  		// AXC: Set material options
  		mtlLoader.setMaterialOptions( options );
  
  		var loader = this.getFileLoader();
  		//loader.setCrossOrigin(scope.crossOrigin);
  		loader.load(url, function (text) {
  			// Look for mtllib
  			if (!mtlurl) {
  				var mtllibIndex = text.indexOf('mtllib');
  				if (mtllibIndex >= 0) {
  					var mltlibLineEndIndex = text.indexOf('\n', mtllibIndex);
  					mtlurl = mtlLoader.baseUrl + text.substring(mtllibIndex + 6, mltlibLineEndIndex).trim();
  					console.log('mtlurl is ' + mtlurl);
  				}
  			}
  			var object;
  			if (mtlurl) {
  				// Load mtl and then parse
  				mtlLoader.load(mtlurl, function (materialsCreator) {
  					materialsCreator.preload();
  					scope.setMaterials(materialsCreator);
  					scope.tryParse(text, onLoad, onError);
  				}, onProgress, onError);
  			} else {
  				scope.tryParse(text, onLoad, onError);
  			}
  		}, onProgress, onError);
  	},
  
  	_loadSimple: function ( url, onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var loader = this.getFileLoader();
  		loader.setPath( this.path );
  		loader.load( url, function ( text ) {
  
  			scope.tryParse(text, onLoad, onError);
  
  		}, onProgress, onError );
  
  	},
  
  	setPath: function ( value ) {
  
  		this.path = value;
  
  	},
  
  	setMaterials: function ( materials ) {
  
  		this.materials = materials;
  
  	},
  
  	// AXC: loader options
  	setOptions: function(options) {
  		this.options = options;
  	},
  
  	setMtlOptions: function (mtlOptions) {
  		this.mtlOptions = mtlOptions;
  	},
  
  	_createParserState : function () {
  
  		var options = this.options;
  		var state = {
  			objects  : [],
  			object   : {},
  
  			vertices : [],
  			normals  : [],
  			colors  : [],
  			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  : [],
  						colors   : [],
  						uvs      : [],
  						origVertIndices : []
  					},
  					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 ] );
  
  				// AXC: Add reference to original vertex positions
  				if (options && options.keepVertIndices) {
  					var vertIndices = this.object.geometry.origVertIndices;
  					vertIndices.push(Math.floor(a/3));
  					vertIndices.push(Math.floor(b/3));
  					vertIndices.push(Math.floor(c/3));
  				}
  			},
  
  			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 ] );
  
  				// AXC: Add reference to original vertex positions
  				if (options && options.keepVertIndices) {
  					var vertIndices = this.object.geometry.origVertIndices;
  					vertIndices.push(Math.floor(a/3));
  				}
  			},
  
  			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 ] );
  
  			},
  
  			addColor: function ( a, b, c ) {
  
  				var src = this.colors;
  				var dst = this.object.geometry.colors;
  
  				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  				dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  				dst.push( src[ c + 0 ], src[ c + 1 ], 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 );
  
  					}
  
  				}
  
  				if ( this.colors.length > 0 ) {
  
  					this.addColor( ia, ib, ic );
  
  				}
  			},
  
  			addPointGeometry: function ( vertices ) {
  
  				this.object.geometry.type = 'Points';
  
  				var vLen = this.vertices.length;
  
  				for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  
  					this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
  
  				}
  
  			},
  
  			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;
  
  	},
  
  	tryParse: function(text, onLoad, onError) {
  		console.time('OBJLoader');
  		var obj;
  		try {
  			obj = this.parse(text);
  		} catch (err) {
  			onError(err);
  			return;
  		} finally {
  			console.timeEnd('OBJLoader');
  		}
  		onLoad(obj);
  	},
  
  	parse: function ( text ) {
  
  		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 === ' ' && ( result = this.regexp.vertex_color_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 ] )
  					);
  
  					state.colors.push(
  						parseFloat( result[ 4 ] ),
  						parseFloat( result[ 5 ] ),
  						parseFloat( result[ 6 ] )
  					);
  
  				} 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 ( lineFirstChar === 'p' ) {
  
  				var lineData = line.substr( 1 ).trim();
  				var pointData = lineData.split( " " );
  
  				state.addPointGeometry( pointData );
  			} 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 );
  
  		var index = 0;
  		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' );
  			var isPoints = ( geometry.type === 'Points' );
  			var hasVertexColors = false;
  
  			// Skip o/g line declarations that did not follow with any faces
  			if ( geometry.vertices.length === 0 ) continue;
  
  			var buffergeometry = new THREE.BufferGeometry();
  
  			buffergeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( geometry.vertices ), 3 ) );
  
  			if ( geometry.normals.length > 0 ) {
  
  				buffergeometry.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geometry.normals ), 3 ) );
  
  			} else {
  
  				buffergeometry.computeVertexNormals();
  
  			}
  
  			if ( geometry.colors.length > 0 ) {
  
  				hasVertexColors = true;
  				buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
  
  			}
  
  			if ( geometry.uvs.length > 0 ) {
  
  				buffergeometry.setAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( geometry.uvs ), 2 ) );
  
  			}
  
  			// AXC: Add reference to original vertex positions
  			if (geometry.origVertIndices.length > 0) {
  				buffergeometry.setAttribute( 'vertIndices', new THREE.BufferAttribute( new Uint32Array( geometry.origVertIndices ), 1));
  			}
  
  			// 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; // TODO: UNHACK
  						material = materialLine;
  
  					} else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
  
  						var materialPoints = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
  						materialPoints.copy( material );
  						materialPoints.lights = false; // TODO: UNHACK
  						material = materialPoints;
  
  					}
  				}
  
  				if ( ! material ) {
  
  					if ( isLine ) {
  
  						material = new THREE.LineBasicMaterial();
  
  					} else if ( isPoints ) {
  
  						material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
  
  					} else {
  
  						material = new THREE.MeshPhongMaterial();
  
  					}
  
  					material.name = sourceMaterial.name;
  
  				}
  
  				material.flatShading = sourceMaterial.smooth ? THREE.SmoothShading : THREE.FlatShading;
  				material.vertexColors = hasVertexColors ? THREE.VertexColors : THREE.NoColors;
  
  				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;
  
  			// AXC: Give this mesh an index and id
  			mesh.userData.index = index;
  			mesh.userData.id = object.name;
  			index++;
  
  			container.add( mesh );
  
  		}
  
  		return container;
  
  	}
  
  };
  