How to convert .Obj file to Mesh?

I added geometry in THREE.Mesh. Working fine.

            var geometry = new THREE.SphereGeometry( 0.5, 40, 40 );
			var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
			var player = new THREE.Mesh( geometry, material );
			scene.add( player );
			
			player.position.set(-3.5, 0.5, 5.5);

Now I want to add .obj file in Mesh (var player).

var loader = new THREE.OBJLoader();

			// load a resource
			loader.load(
		
				'meshes/car.obj',				
				function ( car ) {
					car.scale.set(0.2,0.2,0.2);
					car.position.set(-4.5, 5.3, 5.6);
					scene.add( car );

				},
				
			);

All Code

PatrolJS Demo
<style>
	body {
		font-family: Arial;
		background-color: #000;
		color: #fff;
		margin: 0px;
		overflow: hidden;
	}

	.info {
		padding: 10px;
		width: 100%;
		position: absolute;
		background-color: rgba(255, 0, 0, 0.5);
		font-size: 14px;
	}

	.info h1 {
		padding: 0;
		margin: 0;
	}

</style>

<body>

<script src="https://cdnjs.cloudflare.com/ajax/libs/underscore.js/1.8.2/underscore-min.js"></script>
	<script>

		var container;

		var camera, scene, renderer, controls;

		var raycaster, intersectedObject;

		var mouse = new THREE.Vector2();

		var startTime	= Date.now();

		var windowHalfX = window.innerWidth / 2;
		var windowHalfY = window.innerHeight / 2;

		var lastFrameTime = 0;
		var maxFrameTime = 0.03;
		var elapsedTime = 0;

		var level;

		init();
		animate();

		var player, target;

		var playerNavMeshGroup;

		var calculatedPath = null;

		var pathLines;

		function init() {

			container = document.createElement( 'div' );
			document.body.appendChild( container );

			camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
			camera.position.x = -10;
			camera.position.y = 14;
			camera.position.z = 10;

			scene = new THREE.Scene();

			var ambient = new THREE.AmbientLight( 0x101030 );
			scene.add( ambient );

			var directionalLight = new THREE.DirectionalLight( 0xffeedd );
			directionalLight.position.set( 0, 0.5, 0.5 );
			scene.add( directionalLight );

			var objLoader = new THREE.OBJLoader();

			objLoader.load( 'meshes/mesh/Mesh/ska6.obj', function( object ) {
			//	object.position.y = 1000;
			    object.traverse(function (node) {
					if (node.type === 'Mesh') level = node;
				});
			    scene.add(level);
			});

			objLoader.load( 'meshes/mesh/Mesh/mergeNav4.obj', function( object ) {
				var navmesh;
				object.traverse(function (node) {
					if (node.type === 'Mesh') navmesh = node;
				});

				var geometry = new THREE.Geometry();
				geometry.fromBufferGeometry(navmesh.geometry);
				var zoneNodes = patrol.buildNodes(geometry);

				patrol.setZoneData('level', zoneNodes);

				Object.assign(navmesh.material, {
					color: 0x009688,
					opacity: 0.5,
					transparent: true
				});

				scene.add(navmesh);

			// Set the player's navigation mesh group
				playerNavMeshGroup = patrol.getGroup('level', player.position);

			}); 
			
			var loader = new THREE.OBJLoader();

			// load a resource
			loader.load(
				// resource URL
				'meshes/mesh/Mesh/car/car.obj',
				// called when resource is loaded
				
				function ( object ) {
					object.scale.set(0.2,0.2,0.2);
					object.position.set(-4.5, 5.3, 5.6);
					scene.add( object );

				},
				
			);
			
	        // Add test sphere 
	        
			var geometry = new THREE.SphereGeometry( 0.5, 40, 40 );
			var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
			player = new THREE.Mesh( geometry, material );
			scene.add( player );

			player.position.set(-3.5, 0.5, 5.5);
			
			// end point
			geometry = new THREE.BoxGeometry( 0.3, 0.3, 0.3 );
			var material = new THREE.MeshBasicMaterial( {color: 0xff0000} ); 
			target = new THREE.Mesh( geometry, material );
			scene.add( target );

			target.position.copy(player.position);

			// background
			renderer = new THREE.WebGLRenderer();
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( window.innerWidth, window.innerHeight );
			renderer.setClearColor(0xffffff);
			container.appendChild( renderer.domElement );

			raycaster = new THREE.Raycaster();

			document.addEventListener( 'click', onDocumentMouseClick, false );
			window.addEventListener( 'resize', onWindowResize, false );

			controls = new THREE.OrbitControls( camera );
			controls.damping = 0.2;

		}

		function onDocumentMouseClick (event) {

			// event.preventDefault();

			mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
			mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

			camera.updateMatrixWorld();

			raycaster.setFromCamera( mouse, camera );

			var intersects = raycaster.intersectObject( level );

			if ( intersects.length > 0 ) {
				var vec = intersects[0].point;
				target.position.copy(vec);

				// Calculate a path to the target and store it
				calculatedPath = patrol.findPath(player.position, target.position, 'level', playerNavMeshGroup);

				if (calculatedPath && calculatedPath.length) {

					if (pathLines) {
						scene.remove(pathLines);
					}

					var material = new THREE.LineBasicMaterial({
						color: 0x0000ff,
						linewidth: 2
					});

					var geometry = new THREE.Geometry();
					geometry.vertices.push(player.position);

					// Draw debug lines
					for (var i = 0; i < calculatedPath.length; i++) {
						geometry.vertices.push(calculatedPath[i].clone().add(new THREE.Vector3(0, 0.2, 0)));
					}

					pathLines = new THREE.Line( geometry, material );
					scene.add( pathLines );

					// Draw debug cubes except the last one. Also, add the player position.
					var debugPath = [player.position].concat(calculatedPath);

					for (var i = 0; i < debugPath.length - 1; i++) {
						geometry = new THREE.BoxGeometry( 0.3, 0.3, 0.3 );
						var material = new THREE.MeshBasicMaterial( {color: 0x00ffff} );
						var node = new THREE.Mesh( geometry, material );
						node.position.copy(debugPath[i]);
						pathLines.add( node );
					}
				}
			}
		}

		function onWindowResize() {
			windowHalfX = window.innerWidth / 2;
			windowHalfY = window.innerHeight / 2;

			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();

			renderer.setSize( window.innerWidth, window.innerHeight );
		}

		function animate() {
            var currTime = window.performance.now();
            var delta = (currTime - lastFrameTime) / 1000;
            var dTime = Math.min(delta, maxFrameTime);
            elapsedTime += delta;
            lastFrameTime = currTime;

            tick(dTime);

			requestAnimationFrame( animate );
			render();
		}

		function tick(dTime) {
			if (!level) {
				return;
			}

			var speed = 5;

			var targetPosition;

			if (calculatedPath && calculatedPath.length) {
				targetPosition = calculatedPath[0];

				var vel = targetPosition.clone().sub(player.position);

				if (vel.lengthSq() > 0.05 * 0.05) {
					vel.normalize();

					// Mve player to target
					player.position.add(vel.multiplyScalar(dTime * speed));
				}
				else {
					// Remove node from the path we calculated
					calculatedPath.shift();
				}
			}
		}

		function render() {
			camera.lookAt( scene.position );
			camera.updateMatrixWorld();

			renderer.render( scene, camera );

		}

	</script>



</body>