File: //var/www/aspa/three/addons/loaders/OBJLoader.js
import {
	BufferGeometry,
	FileLoader,
	Float32BufferAttribute,
	Group,
	LineBasicMaterial,
	LineSegments,
	Loader,
	Material,
	Mesh,
	MeshPhongMaterial,
	Points,
	PointsMaterial,
	Vector3,
	Color
} from 'three';
// o object_name | g group_name
const _object_pattern = /^[og]\s*(.+)?/;
// mtllib file_reference
const _material_library_pattern = /^mtllib /;
// usemtl material_name
const _material_use_pattern = /^usemtl /;
// usemap map_name
const _map_use_pattern = /^usemap /;
const _face_vertex_data_separator_pattern = /\s+/;
const _vA = new Vector3();
const _vB = new Vector3();
const _vC = new Vector3();
const _ab = new Vector3();
const _cb = new Vector3();
const _color = new Color();
function ParserState() {
	const state = {
		objects: [],
		object: {},
		vertices: [],
		normals: [],
		colors: [],
		uvs: [],
		materials: {},
		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;
			}
			const 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: [],
					hasUVIndices: false
				},
				materials: [],
				smooth: true,
				startMaterial: function ( name, libraries ) {
					const 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 );
					}
					const 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 ) {
							const 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 ) {
					const 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 ( let 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' ) {
				const 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 ) {
			const index = parseInt( value, 10 );
			return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
		},
		parseNormalIndex: function ( value, len ) {
			const index = parseInt( value, 10 );
			return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
		},
		parseUVIndex: function ( value, len ) {
			const index = parseInt( value, 10 );
			return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
		},
		addVertex: function ( a, b, c ) {
			const src = this.vertices;
			const 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 ) {
			const src = this.vertices;
			const dst = this.object.geometry.vertices;
			dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
		},
		addVertexLine: function ( a ) {
			const src = this.vertices;
			const dst = this.object.geometry.vertices;
			dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
		},
		addNormal: function ( a, b, c ) {
			const src = this.normals;
			const 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 ] );
		},
		addFaceNormal: function ( a, b, c ) {
			const src = this.vertices;
			const dst = this.object.geometry.normals;
			_vA.fromArray( src, a );
			_vB.fromArray( src, b );
			_vC.fromArray( src, c );
			_cb.subVectors( _vC, _vB );
			_ab.subVectors( _vA, _vB );
			_cb.cross( _ab );
			_cb.normalize();
			dst.push( _cb.x, _cb.y, _cb.z );
			dst.push( _cb.x, _cb.y, _cb.z );
			dst.push( _cb.x, _cb.y, _cb.z );
		},
		addColor: function ( a, b, c ) {
			const src = this.colors;
			const dst = this.object.geometry.colors;
			if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
			if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
			if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
		},
		addUV: function ( a, b, c ) {
			const src = this.uvs;
			const 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 ] );
		},
		addDefaultUV: function () {
			const dst = this.object.geometry.uvs;
			dst.push( 0, 0 );
			dst.push( 0, 0 );
			dst.push( 0, 0 );
		},
		addUVLine: function ( a ) {
			const src = this.uvs;
			const dst = this.object.geometry.uvs;
			dst.push( src[ a + 0 ], src[ a + 1 ] );
		},
		addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
			const vLen = this.vertices.length;
			let ia = this.parseVertexIndex( a, vLen );
			let ib = this.parseVertexIndex( b, vLen );
			let ic = this.parseVertexIndex( c, vLen );
			this.addVertex( ia, ib, ic );
			this.addColor( ia, ib, ic );
			// normals
			if ( na !== undefined && na !== '' ) {
				const nLen = this.normals.length;
				ia = this.parseNormalIndex( na, nLen );
				ib = this.parseNormalIndex( nb, nLen );
				ic = this.parseNormalIndex( nc, nLen );
				this.addNormal( ia, ib, ic );
			} else {
				this.addFaceNormal( ia, ib, ic );
			}
			// uvs
			if ( ua !== undefined && ua !== '' ) {
				const uvLen = this.uvs.length;
				ia = this.parseUVIndex( ua, uvLen );
				ib = this.parseUVIndex( ub, uvLen );
				ic = this.parseUVIndex( uc, uvLen );
				this.addUV( ia, ib, ic );
				this.object.geometry.hasUVIndices = true;
			} else {
				// add placeholder values (for inconsistent face definitions)
				this.addDefaultUV();
			}
		},
		addPointGeometry: function ( vertices ) {
			this.object.geometry.type = 'Points';
			const vLen = this.vertices.length;
			for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {
				const index = this.parseVertexIndex( vertices[ vi ], vLen );
				this.addVertexPoint( index );
				this.addColor( index );
			}
		},
		addLineGeometry: function ( vertices, uvs ) {
			this.object.geometry.type = 'Line';
			const vLen = this.vertices.length;
			const uvLen = this.uvs.length;
			for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {
				this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
			}
			for ( let uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
				this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
			}
		}
	};
	state.startObject( '', false );
	return state;
}
//
class OBJLoader extends Loader {
	constructor( manager ) {
		super( manager );
		this.materials = null;
	}
	load( url, onLoad, onProgress, onError ) {
		const scope = this;
		const loader = new FileLoader( this.manager );
		loader.setPath( this.path );
		loader.setRequestHeader( this.requestHeader );
		loader.setWithCredentials( this.withCredentials );
		loader.load( url, function ( text ) {
			try {
				onLoad( scope.parse( text ) );
			} catch ( e ) {
				if ( onError ) {
					onError( e );
				} else {
					console.error( e );
				}
				scope.manager.itemError( url );
			}
		}, onProgress, onError );
	}
	setMaterials( materials ) {
		this.materials = materials;
		return this;
	}
	parse( text ) {
		const 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, '' );
		}
		const lines = text.split( '\n' );
		let result = [];
		for ( let i = 0, l = lines.length; i < l; i ++ ) {
			const line = lines[ i ].trimStart();
			if ( line.length === 0 ) continue;
			const lineFirstChar = line.charAt( 0 );
			// @todo invoke passed in handler if any
			if ( lineFirstChar === '#' ) continue; // skip comments
			if ( lineFirstChar === 'v' ) {
				const data = line.split( _face_vertex_data_separator_pattern );
				switch ( data[ 0 ] ) {
					case 'v':
						state.vertices.push(
							parseFloat( data[ 1 ] ),
							parseFloat( data[ 2 ] ),
							parseFloat( data[ 3 ] )
						);
						if ( data.length >= 7 ) {
							_color.setRGB(
								parseFloat( data[ 4 ] ),
								parseFloat( data[ 5 ] ),
								parseFloat( data[ 6 ] )
							).convertSRGBToLinear();
							state.colors.push( _color.r, _color.g, _color.b );
						} else {
							// if no colors are defined, add placeholders so color and vertex indices match
							state.colors.push( undefined, undefined, undefined );
						}
						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' ) {
				const lineData = line.slice( 1 ).trim();
				const vertexData = lineData.split( _face_vertex_data_separator_pattern );
				const faceVertices = [];
				// Parse the face vertex data into an easy to work with format
				for ( let j = 0, jl = vertexData.length; j < jl; j ++ ) {
					const vertex = vertexData[ j ];
					if ( vertex.length > 0 ) {
						const vertexParts = vertex.split( '/' );
						faceVertices.push( vertexParts );
					}
				}
				// Draw an edge between the first vertex and all subsequent vertices to form an n-gon
				const v1 = faceVertices[ 0 ];
				for ( let j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
					const v2 = faceVertices[ j ];
					const 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' ) {
				const lineParts = line.substring( 1 ).trim().split( ' ' );
				let lineVertices = [];
				const lineUVs = [];
				if ( line.indexOf( '/' ) === - 1 ) {
					lineVertices = lineParts;
				} else {
					for ( let li = 0, llen = lineParts.length; li < llen; li ++ ) {
						const 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' ) {
				const lineData = line.slice( 1 ).trim();
				const 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
				// let name = result[ 0 ].slice( 1 ).trim();
				const name = ( ' ' + result[ 0 ].slice( 1 ).trim() ).slice( 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 ( _map_use_pattern.test( line ) ) {
				// the line is parsed but ignored since the loader assumes textures are defined MTL files
				// (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
				console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
			} 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/
					 *
					 * 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 ) {
					const value = result[ 1 ].trim().toLowerCase();
					state.object.smooth = ( value !== '0' && value !== 'off' );
				} else {
					// ZBrush can produce "s" lines #11707
					state.object.smooth = true;
				}
				const material = state.object.currentMaterial();
				if ( material ) material.smooth = state.object.smooth;
			} else {
				// Handle null terminated files without exception
				if ( line === '\0' ) continue;
				console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
			}
		}
		state.finalize();
		const container = new Group();
		container.materialLibraries = [].concat( state.materialLibraries );
		const hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 );
		if ( hasPrimitives === true ) {
			for ( let i = 0, l = state.objects.length; i < l; i ++ ) {
				const object = state.objects[ i ];
				const geometry = object.geometry;
				const materials = object.materials;
				const isLine = ( geometry.type === 'Line' );
				const isPoints = ( geometry.type === 'Points' );
				let hasVertexColors = false;
				// Skip o/g line declarations that did not follow with any faces
				if ( geometry.vertices.length === 0 ) continue;
				const buffergeometry = new BufferGeometry();
				buffergeometry.setAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) );
				if ( geometry.normals.length > 0 ) {
					buffergeometry.setAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) );
				}
				if ( geometry.colors.length > 0 ) {
					hasVertexColors = true;
					buffergeometry.setAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) );
				}
				if ( geometry.hasUVIndices === true ) {
					buffergeometry.setAttribute( 'uv', new Float32BufferAttribute( geometry.uvs, 2 ) );
				}
				// Create materials
				const createdMaterials = [];
				for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
					const sourceMaterial = materials[ mi ];
					const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
					let material = state.materials[ materialHash ];
					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 LineBasicMaterial ) ) {
							const materialLine = new LineBasicMaterial();
							Material.prototype.copy.call( materialLine, material );
							materialLine.color.copy( material.color );
							material = materialLine;
						} else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) {
							const materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } );
							Material.prototype.copy.call( materialPoints, material );
							materialPoints.color.copy( material.color );
							materialPoints.map = material.map;
							material = materialPoints;
						}
					}
					if ( material === undefined ) {
						if ( isLine ) {
							material = new LineBasicMaterial();
						} else if ( isPoints ) {
							material = new PointsMaterial( { size: 1, sizeAttenuation: false } );
						} else {
							material = new MeshPhongMaterial();
						}
						material.name = sourceMaterial.name;
						material.flatShading = sourceMaterial.smooth ? false : true;
						material.vertexColors = hasVertexColors;
						state.materials[ materialHash ] = material;
					}
					createdMaterials.push( material );
				}
				// Create mesh
				let mesh;
				if ( createdMaterials.length > 1 ) {
					for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
						const sourceMaterial = materials[ mi ];
						buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
					}
					if ( isLine ) {
						mesh = new LineSegments( buffergeometry, createdMaterials );
					} else if ( isPoints ) {
						mesh = new Points( buffergeometry, createdMaterials );
					} else {
						mesh = new Mesh( buffergeometry, createdMaterials );
					}
				} else {
					if ( isLine ) {
						mesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] );
					} else if ( isPoints ) {
						mesh = new Points( buffergeometry, createdMaterials[ 0 ] );
					} else {
						mesh = new Mesh( buffergeometry, createdMaterials[ 0 ] );
					}
				}
				mesh.name = object.name;
				container.add( mesh );
			}
		} else {
			// if there is only the default parser state object with no geometry data, interpret data as point cloud
			if ( state.vertices.length > 0 ) {
				const material = new PointsMaterial( { size: 1, sizeAttenuation: false } );
				const buffergeometry = new BufferGeometry();
				buffergeometry.setAttribute( 'position', new Float32BufferAttribute( state.vertices, 3 ) );
				if ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) {
					buffergeometry.setAttribute( 'color', new Float32BufferAttribute( state.colors, 3 ) );
					material.vertexColors = true;
				}
				const points = new Points( buffergeometry, material );
				container.add( points );
			}
		}
		return container;
	}
}
export { OBJLoader };