text: // // import * as THREE from 'three'
  // import * as THREE from '../lib/three'
  
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.OBJLoader = ( function () {
  
  	// o object_name | g group_name
  	var object_pattern = /^[og]\s*(.+)?/;
  	// mtllib file_reference
  	var material_library_pattern = /^mtllib /;
  	// usemtl material_name
  	var material_use_pattern = /^usemtl /;
  
  	function ParserState() {
  
  		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: []
  					},
  					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 ], 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 ] );
  
  			},
  
  			addVertexPoint: function ( a ) {
  
  				var src = this.vertices;
  				var dst = this.object.geometry.vertices;
  
  				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  
  			},
  
  			addVertexLine: function ( a ) {
  
  				var src = this.vertices;
  				var dst = this.object.geometry.vertices;
  
  				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  
  			},
  
  			addNormal: function ( a, b, c ) {
  
  				var src = this.normals;
  				var dst = this.object.geometry.normals;
  
  				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 ] );
  
  			},
  
  			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 ], src[ a + 1 ] );
  				dst.push( src[ b + 0 ], src[ b + 1 ] );
  				dst.push( src[ c + 0 ], src[ c + 1 ] );
  
  			},
  
  			addUVLine: function ( a ) {
  
  				var src = this.uvs;
  				var dst = this.object.geometry.uvs;
  
  				dst.push( src[ a + 0 ], src[ a + 1 ] );
  
  			},
  
  			addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  
  				var vLen = this.vertices.length;
  
  				var ia = this.parseVertexIndex( a, vLen );
  				var ib = this.parseVertexIndex( b, vLen );
  				var ic = this.parseVertexIndex( c, vLen );
  
  				this.addVertex( ia, ib, ic );
  
  				if ( ua !== undefined && ua !== '' ) {
  
  					var uvLen = this.uvs.length;
  					ia = this.parseUVIndex( ua, uvLen );
  					ib = this.parseUVIndex( ub, uvLen );
  					ic = this.parseUVIndex( uc, uvLen );
  					this.addUV( ia, ib, ic );
  
  				}
  
  				if ( na !== undefined && na !== '' ) {
  
  					// 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 );
  
  					this.addNormal( ia, ib, ic );
  
  				}
  
  				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;
  
  	}
  
  	//
  
  	function OBJLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  		this.materials = null;
  
  	}
  
  	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;
  
  			return this;
  
  		},
  
  		setMaterials: function ( materials ) {
  
  			this.materials = materials;
  
  			return this;
  
  		},
  
  		parse: function ( text ) {
  
  			console.time( 'OBJLoader' );
  
  			var state = new ParserState();
  
  			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 = '';
  			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' ) {
  
  					var data = line.split( /\s+/ );
  
  					switch ( data[ 0 ] ) {
  
  						case 'v':
  							state.vertices.push(
  								parseFloat( data[ 1 ] ),
  								parseFloat( data[ 2 ] ),
  								parseFloat( data[ 3 ] )
  							);
  							if ( data.length === 8 ) {
  
  								state.colors.push(
  									parseFloat( data[ 4 ] ),
  									parseFloat( data[ 5 ] ),
  									parseFloat( data[ 6 ] )
  
  								);
  
  							}
  							break;
  						case 'vn':
  							state.normals.push(
  								parseFloat( data[ 1 ] ),
  								parseFloat( data[ 2 ] ),
  								parseFloat( data[ 3 ] )
  							);
  							break;
  						case 'vt':
  							state.uvs.push(
  								parseFloat( data[ 1 ] ),
  								parseFloat( data[ 2 ] )
  							);
  							break;
  
  					}
  
  				} else if ( lineFirstChar === 'f' ) {
  
  					var lineData = line.substr( 1 ).trim();
  					var vertexData = lineData.split( /\s+/ );
  					var faceVertices = [];
  
  					// Parse the face vertex data into an easy to work with format
  
  					for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  
  						var vertex = vertexData[ j ];
  
  						if ( vertex.length > 0 ) {
  
  							var vertexParts = vertex.split( '/' );
  							faceVertices.push( vertexParts );
  
  						}
  
  					}
  
  					// Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  
  					var v1 = faceVertices[ 0 ];
  
  					for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  
  						var v2 = faceVertices[ j ];
  						var v3 = faceVertices[ j + 1 ];
  
  						state.addFace(
  							v1[ 0 ], v2[ 0 ], v3[ 0 ],
  							v1[ 1 ], v2[ 1 ], v3[ 1 ],
  							v1[ 2 ], v2[ 2 ], v3[ 2 ]
  						);
  
  					}
  
  				} 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 = 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 ( material_use_pattern.test( line ) ) {
  
  					// material
  
  					state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  
  				} else if ( material_library_pattern.test( line ) ) {
  
  					// mtl file
  
  					state.materialLibraries.push( line.substring( 7 ).trim() );
  
  				} else if ( lineFirstChar === 's' ) {
  
  					result = line.split( ' ' );
  
  					// 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
  
  					/*
  					 * http://paulbourke.net/dataformats/obj/
  					 * or
  					 * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  					 *
  					 * From chapter "Grouping" Syntax explanation "s group_number":
  					 * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  					 * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  					 * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  					 * than 0."
  					 */
  					if ( result.length > 1 ) {
  
  						var value = result[ 1 ].trim().toLowerCase();
  						state.object.smooth = ( value !== '0' && value !== 'off' );
  
  					} else {
  
  						// ZBrush can produce "s" lines #11707
  						state.object.smooth = true;
  
  					}
  					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( 'THREE.OBJLoader: 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' );
  				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.addAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
  
  				if ( geometry.normals.length > 0 ) {
  
  					buffergeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
  
  				} else {
  
  					buffergeometry.computeVertexNormals();
  
  				}
  
  				if ( geometry.colors.length > 0 ) {
  
  					hasVertexColors = true;
  					buffergeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
  
  				}
  
  				if ( geometry.uvs.length > 0 ) {
  
  					buffergeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( 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; // TOFIX
  							material = materialLine;
  
  						} else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
  
  							var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } );
  							materialLine.copy( material );
  							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 ? false : true;
  					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 );
  
  					}
  
  					if ( isLine ) {
  
  						mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
  
  					} else if ( isPoints ) {
  
  						mesh = new THREE.Points( buffergeometry, createdMaterials );
  
  					} else {
  
  						mesh = new THREE.Mesh( buffergeometry, createdMaterials );
  
  					}
  
  				} else {
  
  					if ( isLine ) {
  
  						mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
  
  					} else if ( isPoints ) {
  
  						mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
  
  					} else {
  
  						mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
  
  					}
  
  				}
  
  				mesh.name = object.name;
  
  				container.add( mesh );
  
  			}
  
  			console.timeEnd( 'OBJLoader' );
  
  			return container;
  
  		}
  
  	};
  
  	return OBJLoader;
  
  } )();
  