TDSLoader.js 24 KB

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  1. /*
  2. * Autodesk 3DS threee.js file loader, based on lib3ds.
  3. *
  4. * Loads geometry with uv and materials basic properties with texture support.
  5. *
  6. * @author @tentone
  7. * @author @timknip
  8. * @class TDSLoader
  9. * @constructor
  10. */
  11. 'use strict';
  12. THREE.TDSLoader = function ( manager ) {
  13. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  14. this.debug = false;
  15. this.group = null;
  16. this.position = 0;
  17. this.materials = [];
  18. this.meshes = [];
  19. };
  20. THREE.TDSLoader.prototype = {
  21. constructor: THREE.TDSLoader,
  22. /**
  23. * Load 3ds file from url.
  24. *
  25. * @method load
  26. * @param {[type]} url URL for the file.
  27. * @param {Function} onLoad onLoad callback, receives group Object3D as argument.
  28. * @param {Function} onProgress onProgress callback.
  29. * @param {Function} onError onError callback.
  30. */
  31. load: function ( url, onLoad, onProgress, onError ) {
  32. var scope = this;
  33. var path = this.path !== undefined ? this.path : THREE.LoaderUtils.extractUrlBase( url );
  34. var loader = new THREE.FileLoader( this.manager );
  35. loader.setResponseType( 'arraybuffer' );
  36. loader.load( url, function ( data ) {
  37. onLoad( scope.parse( data, path ) );
  38. }, onProgress, onError );
  39. },
  40. /**
  41. * Parse arraybuffer data and load 3ds file.
  42. *
  43. * @method parse
  44. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  45. * @param {String} path Path for external resources.
  46. * @return {Object3D} Group loaded from 3ds file.
  47. */
  48. parse: function ( arraybuffer, path ) {
  49. this.group = new THREE.Group();
  50. this.position = 0;
  51. this.materials = [];
  52. this.meshes = [];
  53. this.readFile( arraybuffer, path );
  54. for ( var i = 0; i < this.meshes.length; i ++ ) {
  55. this.group.add( this.meshes[ i ] );
  56. }
  57. return this.group;
  58. },
  59. /**
  60. * Decode file content to read 3ds data.
  61. *
  62. * @method readFile
  63. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  64. */
  65. readFile: function ( arraybuffer, path ) {
  66. var data = new DataView( arraybuffer );
  67. var chunk = this.readChunk( data );
  68. if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  69. var next = this.nextChunk( data, chunk );
  70. while ( next !== 0 ) {
  71. if ( next === M3D_VERSION ) {
  72. var version = this.readDWord( data );
  73. this.debugMessage( '3DS file version: ' + version );
  74. } else if ( next === MDATA ) {
  75. this.resetPosition( data );
  76. this.readMeshData( data, path );
  77. } else {
  78. this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  79. }
  80. next = this.nextChunk( data, chunk );
  81. }
  82. }
  83. this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  84. },
  85. /**
  86. * Read mesh data chunk.
  87. *
  88. * @method readMeshData
  89. * @param {Dataview} data Dataview in use.
  90. */
  91. readMeshData: function ( data, path ) {
  92. var chunk = this.readChunk( data );
  93. var next = this.nextChunk( data, chunk );
  94. while ( next !== 0 ) {
  95. if ( next === MESH_VERSION ) {
  96. var version = + this.readDWord( data );
  97. this.debugMessage( 'Mesh Version: ' + version );
  98. } else if ( next === MASTER_SCALE ) {
  99. var scale = this.readFloat( data );
  100. this.debugMessage( 'Master scale: ' + scale );
  101. this.group.scale.set( scale, scale, scale );
  102. } else if ( next === NAMED_OBJECT ) {
  103. this.debugMessage( 'Named Object' );
  104. this.resetPosition( data );
  105. this.readNamedObject( data );
  106. } else if ( next === MAT_ENTRY ) {
  107. this.debugMessage( 'Material' );
  108. this.resetPosition( data );
  109. this.readMaterialEntry( data, path );
  110. } else {
  111. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  112. }
  113. next = this.nextChunk( data, chunk );
  114. }
  115. },
  116. /**
  117. * Read named object chunk.
  118. *
  119. * @method readNamedObject
  120. * @param {Dataview} data Dataview in use.
  121. */
  122. readNamedObject: function ( data ) {
  123. var chunk = this.readChunk( data );
  124. var name = this.readString( data, 64 );
  125. chunk.cur = this.position;
  126. var next = this.nextChunk( data, chunk );
  127. while ( next !== 0 ) {
  128. if ( next === N_TRI_OBJECT ) {
  129. this.resetPosition( data );
  130. var mesh = this.readMesh( data );
  131. mesh.name = name;
  132. this.meshes.push( mesh );
  133. } else {
  134. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  135. }
  136. next = this.nextChunk( data, chunk );
  137. }
  138. this.endChunk( chunk );
  139. },
  140. /**
  141. * Read material data chunk and add it to the material list.
  142. *
  143. * @method readMaterialEntry
  144. * @param {Dataview} data Dataview in use.
  145. */
  146. readMaterialEntry: function ( data, path ) {
  147. var chunk = this.readChunk( data );
  148. var next = this.nextChunk( data, chunk );
  149. var material = new THREE.MeshPhongMaterial();
  150. while ( next !== 0 ) {
  151. if ( next === MAT_NAME ) {
  152. material.name = this.readString( data, 64 );
  153. this.debugMessage( ' Name: ' + material.name );
  154. } else if ( next === MAT_WIRE ) {
  155. this.debugMessage( ' Wireframe' );
  156. material.wireframe = true;
  157. } else if ( next === MAT_WIRE_SIZE ) {
  158. var value = this.readByte( data );
  159. material.wireframeLinewidth = value;
  160. this.debugMessage( ' Wireframe Thickness: ' + value );
  161. } else if ( next === MAT_TWO_SIDE ) {
  162. material.side = THREE.DoubleSide;
  163. this.debugMessage( ' DoubleSided' );
  164. } else if ( next === MAT_ADDITIVE ) {
  165. this.debugMessage( ' Additive Blending' );
  166. material.blending = THREE.AdditiveBlending;
  167. } else if ( next === MAT_DIFFUSE ) {
  168. this.debugMessage( ' Diffuse Color' );
  169. material.color = this.readColor( data );
  170. } else if ( next === MAT_SPECULAR ) {
  171. this.debugMessage( ' Specular Color' );
  172. material.specular = this.readColor( data );
  173. } else if ( next === MAT_AMBIENT ) {
  174. this.debugMessage( ' Ambient color' );
  175. material.color = this.readColor( data );
  176. } else if ( next === MAT_SHININESS ) {
  177. var shininess = this.readWord( data );
  178. material.shininess = shininess;
  179. this.debugMessage( ' Shininess : ' + shininess );
  180. } else if ( next === MAT_TEXMAP ) {
  181. this.debugMessage( ' ColorMap' );
  182. this.resetPosition( data );
  183. material.map = this.readMap( data, path );
  184. } else if ( next === MAT_BUMPMAP ) {
  185. this.debugMessage( ' BumpMap' );
  186. this.resetPosition( data );
  187. material.bumpMap = this.readMap( data, path );
  188. } else if ( next === MAT_OPACMAP ) {
  189. this.debugMessage( ' OpacityMap' );
  190. this.resetPosition( data );
  191. material.alphaMap = this.readMap( data, path );
  192. } else if ( next === MAT_SPECMAP ) {
  193. this.debugMessage( ' SpecularMap' );
  194. this.resetPosition( data );
  195. material.specularMap = this.readMap( data, path );
  196. } else {
  197. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  198. }
  199. next = this.nextChunk( data, chunk );
  200. }
  201. this.endChunk( chunk );
  202. this.materials[ material.name ] = material;
  203. },
  204. /**
  205. * Read mesh data chunk.
  206. *
  207. * @method readMesh
  208. * @param {Dataview} data Dataview in use.
  209. */
  210. readMesh: function ( data ) {
  211. var chunk = this.readChunk( data );
  212. var next = this.nextChunk( data, chunk );
  213. var useBufferGeometry = false;
  214. var geometry = null;
  215. var uvs = [];
  216. if ( useBufferGeometry ) {
  217. geometry = new THREE.BufferGeometry();
  218. } else {
  219. geometry = new THREE.Geometry();
  220. }
  221. var material = new THREE.MeshPhongMaterial();
  222. var mesh = new THREE.Mesh( geometry, material );
  223. mesh.name = 'mesh';
  224. while ( next !== 0 ) {
  225. if ( next === POINT_ARRAY ) {
  226. var points = this.readWord( data );
  227. this.debugMessage( ' Vertex: ' + points );
  228. //BufferGeometry
  229. if ( useBufferGeometry ) {
  230. var vertices = [];
  231. for ( var i = 0; i < points; i ++ ) {
  232. vertices.push( this.readFloat( data ) );
  233. vertices.push( this.readFloat( data ) );
  234. vertices.push( this.readFloat( data ) );
  235. }
  236. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  237. } else { //Geometry
  238. for ( var i = 0; i < points; i ++ ) {
  239. geometry.vertices.push( new THREE.Vector3( this.readFloat( data ), this.readFloat( data ), this.readFloat( data ) ) );
  240. }
  241. }
  242. } else if ( next === FACE_ARRAY ) {
  243. this.resetPosition( data );
  244. this.readFaceArray( data, mesh );
  245. } else if ( next === TEX_VERTS ) {
  246. var texels = this.readWord( data );
  247. this.debugMessage( ' UV: ' + texels );
  248. //BufferGeometry
  249. if ( useBufferGeometry ) {
  250. var uvs = [];
  251. for ( var i = 0; i < texels; i ++ ) {
  252. uvs.push( this.readFloat( data ) );
  253. uvs.push( this.readFloat( data ) );
  254. }
  255. geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( uvs ), 2 ) );
  256. } else { //Geometry
  257. uvs = [];
  258. for ( var i = 0; i < texels; i ++ ) {
  259. uvs.push( new THREE.Vector2( this.readFloat( data ), this.readFloat( data ) ) );
  260. }
  261. }
  262. } else if ( next === MESH_MATRIX ) {
  263. this.debugMessage( ' Tranformation Matrix (TODO)' );
  264. var values = [];
  265. for ( var i = 0; i < 12; i ++ ) {
  266. values[ i ] = this.readFloat( data );
  267. }
  268. var matrix = new THREE.Matrix4();
  269. //X Line
  270. matrix.elements[ 0 ] = values[ 0 ];
  271. matrix.elements[ 1 ] = values[ 6 ];
  272. matrix.elements[ 2 ] = values[ 3 ];
  273. matrix.elements[ 3 ] = values[ 9 ];
  274. //Y Line
  275. matrix.elements[ 4 ] = values[ 2 ];
  276. matrix.elements[ 5 ] = values[ 8 ];
  277. matrix.elements[ 6 ] = values[ 5 ];
  278. matrix.elements[ 7 ] = values[ 11 ];
  279. //Z Line
  280. matrix.elements[ 8 ] = values[ 1 ];
  281. matrix.elements[ 9 ] = values[ 7 ];
  282. matrix.elements[ 10 ] = values[ 4 ];
  283. matrix.elements[ 11 ] = values[ 10 ];
  284. //W Line
  285. matrix.elements[ 12 ] = 0;
  286. matrix.elements[ 13 ] = 0;
  287. matrix.elements[ 14 ] = 0;
  288. matrix.elements[ 15 ] = 1;
  289. matrix.transpose();
  290. var inverse = new THREE.Matrix4();
  291. inverse.getInverse( matrix, true );
  292. geometry.applyMatrix( inverse );
  293. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  294. } else {
  295. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  296. }
  297. next = this.nextChunk( data, chunk );
  298. }
  299. this.endChunk( chunk );
  300. if ( ! useBufferGeometry ) {
  301. //geometry.faceVertexUvs[0][faceIndex][vertexIndex]
  302. if ( uvs.length > 0 ) {
  303. var faceUV = [];
  304. for ( var i = 0; i < geometry.faces.length; i ++ ) {
  305. faceUV.push( [ uvs[ geometry.faces[ i ].a ], uvs[ geometry.faces[ i ].b ], uvs[ geometry.faces[ i ].c ] ] );
  306. }
  307. geometry.faceVertexUvs[ 0 ] = faceUV;
  308. }
  309. geometry.computeVertexNormals();
  310. }
  311. return mesh;
  312. },
  313. /**
  314. * Read face array data chunk.
  315. *
  316. * @method readFaceArray
  317. * @param {Dataview} data Dataview in use.
  318. * @param {Mesh} mesh Mesh to be filled with the data read.
  319. */
  320. readFaceArray: function ( data, mesh ) {
  321. var chunk = this.readChunk( data );
  322. var faces = this.readWord( data );
  323. this.debugMessage( ' Faces: ' + faces );
  324. for ( var i = 0; i < faces; ++ i ) {
  325. mesh.geometry.faces.push( new THREE.Face3( this.readWord( data ), this.readWord( data ), this.readWord( data ) ) );
  326. var visibility = this.readWord( data );
  327. }
  328. //The rest of the FACE_ARRAY chunk is subchunks
  329. while ( this.position < chunk.end ) {
  330. var chunk = this.readChunk( data );
  331. if ( chunk.id === MSH_MAT_GROUP ) {
  332. this.debugMessage( ' Material Group' );
  333. this.resetPosition( data );
  334. var group = this.readMaterialGroup( data );
  335. var material = this.materials[ group.name ];
  336. if ( material !== undefined ) {
  337. mesh.material = material;
  338. if ( material.name === '' ) {
  339. material.name = mesh.name;
  340. }
  341. }
  342. } else {
  343. this.debugMessage( ' Unknown face array chunk: ' + chunk.toString( 16 ) );
  344. }
  345. this.endChunk( chunk );
  346. }
  347. this.endChunk( chunk );
  348. },
  349. /**
  350. * Read texture map data chunk.
  351. *
  352. * @method readMap
  353. * @param {Dataview} data Dataview in use.
  354. * @return {Texture} Texture read from this data chunk.
  355. */
  356. readMap: function ( data, path ) {
  357. var chunk = this.readChunk( data );
  358. var next = this.nextChunk( data, chunk );
  359. var texture = {};
  360. var loader = new THREE.TextureLoader( this.manager );
  361. loader.setPath( path );
  362. while ( next !== 0 ) {
  363. if ( next === MAT_MAPNAME ) {
  364. var name = this.readString( data, 128 );
  365. texture = loader.load( name );
  366. this.debugMessage( ' File: ' + path + name );
  367. } else if ( next === MAT_MAP_UOFFSET ) {
  368. texture.offset.x = this.readFloat( data );
  369. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  370. } else if ( next === MAT_MAP_VOFFSET ) {
  371. texture.offset.y = this.readFloat( data );
  372. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  373. } else if ( next === MAT_MAP_USCALE ) {
  374. texture.repeat.x = this.readFloat( data );
  375. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  376. } else if ( next === MAT_MAP_VSCALE ) {
  377. texture.repeat.y = this.readFloat( data );
  378. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  379. } else {
  380. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  381. }
  382. next = this.nextChunk( data, chunk );
  383. }
  384. this.endChunk( chunk );
  385. return texture;
  386. },
  387. /**
  388. * Read material group data chunk.
  389. *
  390. * @method readMaterialGroup
  391. * @param {Dataview} data Dataview in use.
  392. * @return {Object} Object with name and index of the object.
  393. */
  394. readMaterialGroup: function ( data ) {
  395. var chunk = this.readChunk( data );
  396. var name = this.readString( data, 64 );
  397. var numFaces = this.readWord( data );
  398. this.debugMessage( ' Name: ' + name );
  399. this.debugMessage( ' Faces: ' + numFaces );
  400. var index = [];
  401. for ( var i = 0; i < numFaces; ++ i ) {
  402. index.push( this.readWord( data ) );
  403. }
  404. return { name: name, index: index };
  405. },
  406. /**
  407. * Read a color value.
  408. *
  409. * @method readColor
  410. * @param {DataView} data Dataview.
  411. * @return {Color} Color value read..
  412. */
  413. readColor: function ( data ) {
  414. var chunk = this.readChunk( data );
  415. var color = new THREE.Color();
  416. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  417. var r = this.readByte( data );
  418. var g = this.readByte( data );
  419. var b = this.readByte( data );
  420. color.setRGB( r / 255, g / 255, b / 255 );
  421. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  422. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  423. var r = this.readFloat( data );
  424. var g = this.readFloat( data );
  425. var b = this.readFloat( data );
  426. color.setRGB( r, g, b );
  427. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  428. } else {
  429. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  430. }
  431. this.endChunk( chunk );
  432. return color;
  433. },
  434. /**
  435. * Read next chunk of data.
  436. *
  437. * @method readChunk
  438. * @param {DataView} data Dataview.
  439. * @return {Object} Chunk of data read.
  440. */
  441. readChunk: function ( data ) {
  442. var chunk = {};
  443. chunk.cur = this.position;
  444. chunk.id = this.readWord( data );
  445. chunk.size = this.readDWord( data );
  446. chunk.end = chunk.cur + chunk.size;
  447. chunk.cur += 6;
  448. return chunk;
  449. },
  450. /**
  451. * Set position to the end of the current chunk of data.
  452. *
  453. * @method endChunk
  454. * @param {Object} chunk Data chunk.
  455. */
  456. endChunk: function ( chunk ) {
  457. this.position = chunk.end;
  458. },
  459. /**
  460. * Move to the next data chunk.
  461. *
  462. * @method nextChunk
  463. * @param {DataView} data Dataview.
  464. * @param {Object} chunk Data chunk.
  465. */
  466. nextChunk: function ( data, chunk ) {
  467. if ( chunk.cur >= chunk.end ) {
  468. return 0;
  469. }
  470. this.position = chunk.cur;
  471. try {
  472. var next = this.readChunk( data );
  473. chunk.cur += next.size;
  474. return next.id;
  475. } catch ( e ) {
  476. this.debugMessage( 'Unable to read chunk at ' + this.position );
  477. return 0;
  478. }
  479. },
  480. /**
  481. * Reset dataview position.
  482. *
  483. * @method resetPosition
  484. * @param {DataView} data Dataview.
  485. */
  486. resetPosition: function () {
  487. this.position -= 6;
  488. },
  489. /**
  490. * Read byte value.
  491. *
  492. * @method readByte
  493. * @param {DataView} data Dataview to read data from.
  494. * @return {Number} Data read from the dataview.
  495. */
  496. readByte: function ( data ) {
  497. var v = data.getUint8( this.position, true );
  498. this.position += 1;
  499. return v;
  500. },
  501. /**
  502. * Read 32 bit float value.
  503. *
  504. * @method readFloat
  505. * @param {DataView} data Dataview to read data from.
  506. * @return {Number} Data read from the dataview.
  507. */
  508. readFloat: function ( data ) {
  509. try {
  510. var v = data.getFloat32( this.position, true );
  511. this.position += 4;
  512. return v;
  513. } catch ( e ) {
  514. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  515. }
  516. },
  517. /**
  518. * Read 32 bit signed integer value.
  519. *
  520. * @method readInt
  521. * @param {DataView} data Dataview to read data from.
  522. * @return {Number} Data read from the dataview.
  523. */
  524. readInt: function ( data ) {
  525. var v = data.getInt32( this.position, true );
  526. this.position += 4;
  527. return v;
  528. },
  529. /**
  530. * Read 16 bit signed integer value.
  531. *
  532. * @method readShort
  533. * @param {DataView} data Dataview to read data from.
  534. * @return {Number} Data read from the dataview.
  535. */
  536. readShort: function ( data ) {
  537. var v = data.getInt16( this.position, true );
  538. this.position += 2;
  539. return v;
  540. },
  541. /**
  542. * Read 64 bit unsigned integer value.
  543. *
  544. * @method readDWord
  545. * @param {DataView} data Dataview to read data from.
  546. * @return {Number} Data read from the dataview.
  547. */
  548. readDWord: function ( data ) {
  549. var v = data.getUint32( this.position, true );
  550. this.position += 4;
  551. return v;
  552. },
  553. /**
  554. * Read 32 bit unsigned integer value.
  555. *
  556. * @method readWord
  557. * @param {DataView} data Dataview to read data from.
  558. * @return {Number} Data read from the dataview.
  559. */
  560. readWord: function ( data ) {
  561. var v = data.getUint16( this.position, true );
  562. this.position += 2;
  563. return v;
  564. },
  565. /**
  566. * Read string value.
  567. *
  568. * @method readString
  569. * @param {DataView} data Dataview to read data from.
  570. * @param {Number} maxLength Max size of the string to be read.
  571. * @return {String} Data read from the dataview.
  572. */
  573. readString: function ( data, maxLength ) {
  574. var s = '';
  575. for ( var i = 0; i < maxLength; i ++ ) {
  576. var c = this.readByte( data );
  577. if ( ! c ) {
  578. break;
  579. }
  580. s += String.fromCharCode( c );
  581. }
  582. return s;
  583. },
  584. /**
  585. * Set resource path used to determine the file path to attached resources.
  586. *
  587. * @method setPath
  588. * @param {String} path Path to resources.
  589. * @return Self for chaining.
  590. */
  591. setPath: function ( path ) {
  592. this.path = path;
  593. return this;
  594. },
  595. /**
  596. * Print debug message to the console.
  597. *
  598. * Is controlled by a flag to show or hide debug messages.
  599. *
  600. * @method debugMessage
  601. * @param {Object} message Debug message to print to the console.
  602. */
  603. debugMessage: function ( message ) {
  604. if ( this.debug ) {
  605. console.log( message );
  606. }
  607. }
  608. };
  609. var NULL_CHUNK = 0x0000;
  610. var M3DMAGIC = 0x4D4D;
  611. var SMAGIC = 0x2D2D;
  612. var LMAGIC = 0x2D3D;
  613. var MLIBMAGIC = 0x3DAA;
  614. var MATMAGIC = 0x3DFF;
  615. var CMAGIC = 0xC23D;
  616. var M3D_VERSION = 0x0002;
  617. var M3D_KFVERSION = 0x0005;
  618. var COLOR_F = 0x0010;
  619. var COLOR_24 = 0x0011;
  620. var LIN_COLOR_24 = 0x0012;
  621. var LIN_COLOR_F = 0x0013;
  622. var INT_PERCENTAGE = 0x0030;
  623. var FLOAT_PERCENTAGE = 0x0031;
  624. var MDATA = 0x3D3D;
  625. var MESH_VERSION = 0x3D3E;
  626. var MASTER_SCALE = 0x0100;
  627. var LO_SHADOW_BIAS = 0x1400;
  628. var HI_SHADOW_BIAS = 0x1410;
  629. var SHADOW_MAP_SIZE = 0x1420;
  630. var SHADOW_SAMPLES = 0x1430;
  631. var SHADOW_RANGE = 0x1440;
  632. var SHADOW_FILTER = 0x1450;
  633. var RAY_BIAS = 0x1460;
  634. var O_CONSTS = 0x1500;
  635. var AMBIENT_LIGHT = 0x2100;
  636. var BIT_MAP = 0x1100;
  637. var SOLID_BGND = 0x1200;
  638. var V_GRADIENT = 0x1300;
  639. var USE_BIT_MAP = 0x1101;
  640. var USE_SOLID_BGND = 0x1201;
  641. var USE_V_GRADIENT = 0x1301;
  642. var FOG = 0x2200;
  643. var FOG_BGND = 0x2210;
  644. var LAYER_FOG = 0x2302;
  645. var DISTANCE_CUE = 0x2300;
  646. var DCUE_BGND = 0x2310;
  647. var USE_FOG = 0x2201;
  648. var USE_LAYER_FOG = 0x2303;
  649. var USE_DISTANCE_CUE = 0x2301;
  650. var MAT_ENTRY = 0xAFFF;
  651. var MAT_NAME = 0xA000;
  652. var MAT_AMBIENT = 0xA010;
  653. var MAT_DIFFUSE = 0xA020;
  654. var MAT_SPECULAR = 0xA030;
  655. var MAT_SHININESS = 0xA040;
  656. var MAT_SHIN2PCT = 0xA041;
  657. var MAT_TRANSPARENCY = 0xA050;
  658. var MAT_XPFALL = 0xA052;
  659. var MAT_USE_XPFALL = 0xA240;
  660. var MAT_REFBLUR = 0xA053;
  661. var MAT_SHADING = 0xA100;
  662. var MAT_USE_REFBLUR = 0xA250;
  663. var MAT_SELF_ILLUM = 0xA084;
  664. var MAT_TWO_SIDE = 0xA081;
  665. var MAT_DECAL = 0xA082;
  666. var MAT_ADDITIVE = 0xA083;
  667. var MAT_WIRE = 0xA085;
  668. var MAT_FACEMAP = 0xA088;
  669. var MAT_TRANSFALLOFF_IN = 0xA08A;
  670. var MAT_PHONGSOFT = 0xA08C;
  671. var MAT_WIREABS = 0xA08E;
  672. var MAT_WIRE_SIZE = 0xA087;
  673. var MAT_TEXMAP = 0xA200;
  674. var MAT_SXP_TEXT_DATA = 0xA320;
  675. var MAT_TEXMASK = 0xA33E;
  676. var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  677. var MAT_TEX2MAP = 0xA33A;
  678. var MAT_SXP_TEXT2_DATA = 0xA321;
  679. var MAT_TEX2MASK = 0xA340;
  680. var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  681. var MAT_OPACMAP = 0xA210;
  682. var MAT_SXP_OPAC_DATA = 0xA322;
  683. var MAT_OPACMASK = 0xA342;
  684. var MAT_SXP_OPACMASK_DATA = 0xA32E;
  685. var MAT_BUMPMAP = 0xA230;
  686. var MAT_SXP_BUMP_DATA = 0xA324;
  687. var MAT_BUMPMASK = 0xA344;
  688. var MAT_SXP_BUMPMASK_DATA = 0xA330;
  689. var MAT_SPECMAP = 0xA204;
  690. var MAT_SXP_SPEC_DATA = 0xA325;
  691. var MAT_SPECMASK = 0xA348;
  692. var MAT_SXP_SPECMASK_DATA = 0xA332;
  693. var MAT_SHINMAP = 0xA33C;
  694. var MAT_SXP_SHIN_DATA = 0xA326;
  695. var MAT_SHINMASK = 0xA346;
  696. var MAT_SXP_SHINMASK_DATA = 0xA334;
  697. var MAT_SELFIMAP = 0xA33D;
  698. var MAT_SXP_SELFI_DATA = 0xA328;
  699. var MAT_SELFIMASK = 0xA34A;
  700. var MAT_SXP_SELFIMASK_DATA = 0xA336;
  701. var MAT_REFLMAP = 0xA220;
  702. var MAT_REFLMASK = 0xA34C;
  703. var MAT_SXP_REFLMASK_DATA = 0xA338;
  704. var MAT_ACUBIC = 0xA310;
  705. var MAT_MAPNAME = 0xA300;
  706. var MAT_MAP_TILING = 0xA351;
  707. var MAT_MAP_TEXBLUR = 0xA353;
  708. var MAT_MAP_USCALE = 0xA354;
  709. var MAT_MAP_VSCALE = 0xA356;
  710. var MAT_MAP_UOFFSET = 0xA358;
  711. var MAT_MAP_VOFFSET = 0xA35A;
  712. var MAT_MAP_ANG = 0xA35C;
  713. var MAT_MAP_COL1 = 0xA360;
  714. var MAT_MAP_COL2 = 0xA362;
  715. var MAT_MAP_RCOL = 0xA364;
  716. var MAT_MAP_GCOL = 0xA366;
  717. var MAT_MAP_BCOL = 0xA368;
  718. var NAMED_OBJECT = 0x4000;
  719. var N_DIRECT_LIGHT = 0x4600;
  720. var DL_OFF = 0x4620;
  721. var DL_OUTER_RANGE = 0x465A;
  722. var DL_INNER_RANGE = 0x4659;
  723. var DL_MULTIPLIER = 0x465B;
  724. var DL_EXCLUDE = 0x4654;
  725. var DL_ATTENUATE = 0x4625;
  726. var DL_SPOTLIGHT = 0x4610;
  727. var DL_SPOT_ROLL = 0x4656;
  728. var DL_SHADOWED = 0x4630;
  729. var DL_LOCAL_SHADOW2 = 0x4641;
  730. var DL_SEE_CONE = 0x4650;
  731. var DL_SPOT_RECTANGULAR = 0x4651;
  732. var DL_SPOT_ASPECT = 0x4657;
  733. var DL_SPOT_PROJECTOR = 0x4653;
  734. var DL_SPOT_OVERSHOOT = 0x4652;
  735. var DL_RAY_BIAS = 0x4658;
  736. var DL_RAYSHAD = 0x4627;
  737. var N_CAMERA = 0x4700;
  738. var CAM_SEE_CONE = 0x4710;
  739. var CAM_RANGES = 0x4720;
  740. var OBJ_HIDDEN = 0x4010;
  741. var OBJ_VIS_LOFTER = 0x4011;
  742. var OBJ_DOESNT_CAST = 0x4012;
  743. var OBJ_DONT_RECVSHADOW = 0x4017;
  744. var OBJ_MATTE = 0x4013;
  745. var OBJ_FAST = 0x4014;
  746. var OBJ_PROCEDURAL = 0x4015;
  747. var OBJ_FROZEN = 0x4016;
  748. var N_TRI_OBJECT = 0x4100;
  749. var POINT_ARRAY = 0x4110;
  750. var POINT_FLAG_ARRAY = 0x4111;
  751. var FACE_ARRAY = 0x4120;
  752. var MSH_MAT_GROUP = 0x4130;
  753. var SMOOTH_GROUP = 0x4150;
  754. var MSH_BOXMAP = 0x4190;
  755. var TEX_VERTS = 0x4140;
  756. var MESH_MATRIX = 0x4160;
  757. var MESH_COLOR = 0x4165;
  758. var MESH_TEXTURE_INFO = 0x4170;
  759. var KFDATA = 0xB000;
  760. var KFHDR = 0xB00A;
  761. var KFSEG = 0xB008;
  762. var KFCURTIME = 0xB009;
  763. var AMBIENT_NODE_TAG = 0xB001;
  764. var OBJECT_NODE_TAG = 0xB002;
  765. var CAMERA_NODE_TAG = 0xB003;
  766. var TARGET_NODE_TAG = 0xB004;
  767. var LIGHT_NODE_TAG = 0xB005;
  768. var L_TARGET_NODE_TAG = 0xB006;
  769. var SPOTLIGHT_NODE_TAG = 0xB007;
  770. var NODE_ID = 0xB030;
  771. var NODE_HDR = 0xB010;
  772. var PIVOT = 0xB013;
  773. var INSTANCE_NAME = 0xB011;
  774. var MORPH_SMOOTH = 0xB015;
  775. var BOUNDBOX = 0xB014;
  776. var POS_TRACK_TAG = 0xB020;
  777. var COL_TRACK_TAG = 0xB025;
  778. var ROT_TRACK_TAG = 0xB021;
  779. var SCL_TRACK_TAG = 0xB022;
  780. var MORPH_TRACK_TAG = 0xB026;
  781. var FOV_TRACK_TAG = 0xB023;
  782. var ROLL_TRACK_TAG = 0xB024;
  783. var HOT_TRACK_TAG = 0xB027;
  784. var FALL_TRACK_TAG = 0xB028;
  785. var HIDE_TRACK_TAG = 0xB029;
  786. var POLY_2D = 0x5000;
  787. var SHAPE_OK = 0x5010;
  788. var SHAPE_NOT_OK = 0x5011;
  789. var SHAPE_HOOK = 0x5020;
  790. var PATH_3D = 0x6000;
  791. var PATH_MATRIX = 0x6005;
  792. var SHAPE_2D = 0x6010;
  793. var M_SCALE = 0x6020;
  794. var M_TWIST = 0x6030;
  795. var M_TEETER = 0x6040;
  796. var M_FIT = 0x6050;
  797. var M_BEVEL = 0x6060;
  798. var XZ_CURVE = 0x6070;
  799. var YZ_CURVE = 0x6080;
  800. var INTERPCT = 0x6090;
  801. var DEFORM_LIMIT = 0x60A0;
  802. var USE_CONTOUR = 0x6100;
  803. var USE_TWEEN = 0x6110;
  804. var USE_SCALE = 0x6120;
  805. var USE_TWIST = 0x6130;
  806. var USE_TEETER = 0x6140;
  807. var USE_FIT = 0x6150;
  808. var USE_BEVEL = 0x6160;
  809. var DEFAULT_VIEW = 0x3000;
  810. var VIEW_TOP = 0x3010;
  811. var VIEW_BOTTOM = 0x3020;
  812. var VIEW_LEFT = 0x3030;
  813. var VIEW_RIGHT = 0x3040;
  814. var VIEW_FRONT = 0x3050;
  815. var VIEW_BACK = 0x3060;
  816. var VIEW_USER = 0x3070;
  817. var VIEW_CAMERA = 0x3080;
  818. var VIEW_WINDOW = 0x3090;
  819. var VIEWPORT_LAYOUT_OLD = 0x7000;
  820. var VIEWPORT_DATA_OLD = 0x7010;
  821. var VIEWPORT_LAYOUT = 0x7001;
  822. var VIEWPORT_DATA = 0x7011;
  823. var VIEWPORT_DATA_3 = 0x7012;
  824. var VIEWPORT_SIZE = 0x7020;
  825. var NETWORK_VIEW = 0x7030;