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TDSLoader.js 25 KB

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  1. /**
  2. * Autodesk 3DS three.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. THREE.TDSLoader = function ( manager ) {
  12. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  13. this.debug = false;
  14. this.group = null;
  15. this.position = 0;
  16. this.materials = [];
  17. this.meshes = [];
  18. };
  19. THREE.TDSLoader.prototype = {
  20. constructor: THREE.TDSLoader,
  21. crossOrigin: 'anonymous',
  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.setPath( this.path );
  36. loader.setResponseType( 'arraybuffer' );
  37. loader.load( url, function ( data ) {
  38. onLoad( scope.parse( data, path ) );
  39. }, onProgress, onError );
  40. },
  41. /**
  42. * Parse arraybuffer data and load 3ds file.
  43. *
  44. * @method parse
  45. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  46. * @param {String} path Path for external resources.
  47. * @return {Group} Group loaded from 3ds file.
  48. */
  49. parse: function ( arraybuffer, path ) {
  50. this.group = new THREE.Group();
  51. this.position = 0;
  52. this.materials = [];
  53. this.meshes = [];
  54. this.readFile( arraybuffer, path );
  55. for ( var i = 0; i < this.meshes.length; i ++ ) {
  56. this.group.add( this.meshes[ i ] );
  57. }
  58. return this.group;
  59. },
  60. /**
  61. * Decode file content to read 3ds data.
  62. *
  63. * @method readFile
  64. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  65. * @param {String} path Path for external resources.
  66. */
  67. readFile: function ( arraybuffer, path ) {
  68. var data = new DataView( arraybuffer );
  69. var chunk = this.readChunk( data );
  70. if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  71. var next = this.nextChunk( data, chunk );
  72. while ( next !== 0 ) {
  73. if ( next === M3D_VERSION ) {
  74. var version = this.readDWord( data );
  75. this.debugMessage( '3DS file version: ' + version );
  76. } else if ( next === MDATA ) {
  77. this.resetPosition( data );
  78. this.readMeshData( data, path );
  79. } else {
  80. this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  81. }
  82. next = this.nextChunk( data, chunk );
  83. }
  84. }
  85. this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  86. },
  87. /**
  88. * Read mesh data chunk.
  89. *
  90. * @method readMeshData
  91. * @param {Dataview} data Dataview in use.
  92. * @param {String} path Path for external resources.
  93. */
  94. readMeshData: function ( data, path ) {
  95. var chunk = this.readChunk( data );
  96. var next = this.nextChunk( data, chunk );
  97. while ( next !== 0 ) {
  98. if ( next === MESH_VERSION ) {
  99. var version = + this.readDWord( data );
  100. this.debugMessage( 'Mesh Version: ' + version );
  101. } else if ( next === MASTER_SCALE ) {
  102. var scale = this.readFloat( data );
  103. this.debugMessage( 'Master scale: ' + scale );
  104. this.group.scale.set( scale, scale, scale );
  105. } else if ( next === NAMED_OBJECT ) {
  106. this.debugMessage( 'Named Object' );
  107. this.resetPosition( data );
  108. this.readNamedObject( data );
  109. } else if ( next === MAT_ENTRY ) {
  110. this.debugMessage( 'Material' );
  111. this.resetPosition( data );
  112. this.readMaterialEntry( data, path );
  113. } else {
  114. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  115. }
  116. next = this.nextChunk( data, chunk );
  117. }
  118. },
  119. /**
  120. * Read named object chunk.
  121. *
  122. * @method readNamedObject
  123. * @param {Dataview} data Dataview in use.
  124. */
  125. readNamedObject: function ( data ) {
  126. var chunk = this.readChunk( data );
  127. var name = this.readString( data, 64 );
  128. chunk.cur = this.position;
  129. var next = this.nextChunk( data, chunk );
  130. while ( next !== 0 ) {
  131. if ( next === N_TRI_OBJECT ) {
  132. this.resetPosition( data );
  133. var mesh = this.readMesh( data );
  134. mesh.name = name;
  135. this.meshes.push( mesh );
  136. } else {
  137. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  138. }
  139. next = this.nextChunk( data, chunk );
  140. }
  141. this.endChunk( chunk );
  142. },
  143. /**
  144. * Read material data chunk and add it to the material list.
  145. *
  146. * @method readMaterialEntry
  147. * @param {Dataview} data Dataview in use.
  148. * @param {String} path Path for external resources.
  149. */
  150. readMaterialEntry: function ( data, path ) {
  151. var chunk = this.readChunk( data );
  152. var next = this.nextChunk( data, chunk );
  153. var material = new THREE.MeshPhongMaterial();
  154. while ( next !== 0 ) {
  155. if ( next === MAT_NAME ) {
  156. material.name = this.readString( data, 64 );
  157. this.debugMessage( ' Name: ' + material.name );
  158. } else if ( next === MAT_WIRE ) {
  159. this.debugMessage( ' Wireframe' );
  160. material.wireframe = true;
  161. } else if ( next === MAT_WIRE_SIZE ) {
  162. var value = this.readByte( data );
  163. material.wireframeLinewidth = value;
  164. this.debugMessage( ' Wireframe Thickness: ' + value );
  165. } else if ( next === MAT_TWO_SIDE ) {
  166. material.side = THREE.DoubleSide;
  167. this.debugMessage( ' DoubleSided' );
  168. } else if ( next === MAT_ADDITIVE ) {
  169. this.debugMessage( ' Additive Blending' );
  170. material.blending = THREE.AdditiveBlending;
  171. } else if ( next === MAT_DIFFUSE ) {
  172. this.debugMessage( ' Diffuse Color' );
  173. material.color = this.readColor( data );
  174. } else if ( next === MAT_SPECULAR ) {
  175. this.debugMessage( ' Specular Color' );
  176. material.specular = this.readColor( data );
  177. } else if ( next === MAT_AMBIENT ) {
  178. this.debugMessage( ' Ambient color' );
  179. material.color = this.readColor( data );
  180. } else if ( next === MAT_SHININESS ) {
  181. var shininess = this.readWord( data );
  182. material.shininess = shininess;
  183. this.debugMessage( ' Shininess : ' + shininess );
  184. } else if ( next === MAT_TEXMAP ) {
  185. this.debugMessage( ' ColorMap' );
  186. this.resetPosition( data );
  187. material.map = this.readMap( data, path );
  188. } else if ( next === MAT_BUMPMAP ) {
  189. this.debugMessage( ' BumpMap' );
  190. this.resetPosition( data );
  191. material.bumpMap = this.readMap( data, path );
  192. } else if ( next === MAT_OPACMAP ) {
  193. this.debugMessage( ' OpacityMap' );
  194. this.resetPosition( data );
  195. material.alphaMap = this.readMap( data, path );
  196. } else if ( next === MAT_SPECMAP ) {
  197. this.debugMessage( ' SpecularMap' );
  198. this.resetPosition( data );
  199. material.specularMap = this.readMap( data, path );
  200. } else {
  201. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  202. }
  203. next = this.nextChunk( data, chunk );
  204. }
  205. this.endChunk( chunk );
  206. this.materials[ material.name ] = material;
  207. },
  208. /**
  209. * Read mesh data chunk.
  210. *
  211. * @method readMesh
  212. * @param {Dataview} data Dataview in use.
  213. * @return {Mesh} The parsed mesh.
  214. */
  215. readMesh: function ( data ) {
  216. var chunk = this.readChunk( data );
  217. var next = this.nextChunk( data, chunk );
  218. var geometry = new THREE.BufferGeometry();
  219. var uvs = [];
  220. var material = new THREE.MeshPhongMaterial();
  221. var mesh = new THREE.Mesh( geometry, material );
  222. mesh.name = 'mesh';
  223. while ( next !== 0 ) {
  224. if ( next === POINT_ARRAY ) {
  225. var points = this.readWord( data );
  226. this.debugMessage( ' Vertex: ' + points );
  227. //BufferGeometry
  228. var vertices = [];
  229. for ( var i = 0; i < points; i ++ ) {
  230. vertices.push( this.readFloat( data ) );
  231. vertices.push( this.readFloat( data ) );
  232. vertices.push( this.readFloat( data ) );
  233. }
  234. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  235. } else if ( next === FACE_ARRAY ) {
  236. this.resetPosition( data );
  237. this.readFaceArray( data, mesh );
  238. } else if ( next === TEX_VERTS ) {
  239. var texels = this.readWord( data );
  240. this.debugMessage( ' UV: ' + texels );
  241. //BufferGeometry
  242. var uvs = [];
  243. for ( var i = 0; i < texels; i ++ ) {
  244. uvs.push( this.readFloat( data ) );
  245. uvs.push( this.readFloat( data ) );
  246. }
  247. geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  248. } else if ( next === MESH_MATRIX ) {
  249. this.debugMessage( ' Tranformation Matrix (TODO)' );
  250. var values = [];
  251. for ( var i = 0; i < 12; i ++ ) {
  252. values[ i ] = this.readFloat( data );
  253. }
  254. var matrix = new THREE.Matrix4();
  255. //X Line
  256. matrix.elements[ 0 ] = values[ 0 ];
  257. matrix.elements[ 1 ] = values[ 6 ];
  258. matrix.elements[ 2 ] = values[ 3 ];
  259. matrix.elements[ 3 ] = values[ 9 ];
  260. //Y Line
  261. matrix.elements[ 4 ] = values[ 2 ];
  262. matrix.elements[ 5 ] = values[ 8 ];
  263. matrix.elements[ 6 ] = values[ 5 ];
  264. matrix.elements[ 7 ] = values[ 11 ];
  265. //Z Line
  266. matrix.elements[ 8 ] = values[ 1 ];
  267. matrix.elements[ 9 ] = values[ 7 ];
  268. matrix.elements[ 10 ] = values[ 4 ];
  269. matrix.elements[ 11 ] = values[ 10 ];
  270. //W Line
  271. matrix.elements[ 12 ] = 0;
  272. matrix.elements[ 13 ] = 0;
  273. matrix.elements[ 14 ] = 0;
  274. matrix.elements[ 15 ] = 1;
  275. matrix.transpose();
  276. var inverse = new THREE.Matrix4();
  277. inverse.getInverse( matrix, true );
  278. geometry.applyMatrix( inverse );
  279. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  280. } else {
  281. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  282. }
  283. next = this.nextChunk( data, chunk );
  284. }
  285. this.endChunk( chunk );
  286. geometry.computeVertexNormals();
  287. return mesh;
  288. },
  289. /**
  290. * Read face array data chunk.
  291. *
  292. * @method readFaceArray
  293. * @param {Dataview} data Dataview in use.
  294. * @param {Mesh} mesh Mesh to be filled with the data read.
  295. */
  296. readFaceArray: function ( data, mesh ) {
  297. var chunk = this.readChunk( data );
  298. var faces = this.readWord( data );
  299. this.debugMessage( ' Faces: ' + faces );
  300. var index = [];
  301. for ( var i = 0; i < faces; ++ i ) {
  302. index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) );
  303. this.readWord( data ); // visibility
  304. }
  305. mesh.geometry.setIndex( index );
  306. //The rest of the FACE_ARRAY chunk is subchunks
  307. while ( this.position < chunk.end ) {
  308. var chunk = this.readChunk( data );
  309. if ( chunk.id === MSH_MAT_GROUP ) {
  310. this.debugMessage( ' Material Group' );
  311. this.resetPosition( data );
  312. var group = this.readMaterialGroup( data );
  313. var material = this.materials[ group.name ];
  314. if ( material !== undefined ) {
  315. mesh.material = material;
  316. if ( material.name === '' ) {
  317. material.name = mesh.name;
  318. }
  319. }
  320. } else {
  321. this.debugMessage( ' Unknown face array chunk: ' + chunk.toString( 16 ) );
  322. }
  323. this.endChunk( chunk );
  324. }
  325. this.endChunk( chunk );
  326. },
  327. /**
  328. * Read texture map data chunk.
  329. *
  330. * @method readMap
  331. * @param {Dataview} data Dataview in use.
  332. * @param {String} path Path for external resources.
  333. * @return {Texture} Texture read from this data chunk.
  334. */
  335. readMap: function ( data, path ) {
  336. var chunk = this.readChunk( data );
  337. var next = this.nextChunk( data, chunk );
  338. var texture = {};
  339. var loader = new THREE.TextureLoader( this.manager );
  340. loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  341. while ( next !== 0 ) {
  342. if ( next === MAT_MAPNAME ) {
  343. var name = this.readString( data, 128 );
  344. texture = loader.load( name );
  345. this.debugMessage( ' File: ' + path + name );
  346. } else if ( next === MAT_MAP_UOFFSET ) {
  347. texture.offset.x = this.readFloat( data );
  348. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  349. } else if ( next === MAT_MAP_VOFFSET ) {
  350. texture.offset.y = this.readFloat( data );
  351. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  352. } else if ( next === MAT_MAP_USCALE ) {
  353. texture.repeat.x = this.readFloat( data );
  354. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  355. } else if ( next === MAT_MAP_VSCALE ) {
  356. texture.repeat.y = this.readFloat( data );
  357. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  358. } else {
  359. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  360. }
  361. next = this.nextChunk( data, chunk );
  362. }
  363. this.endChunk( chunk );
  364. return texture;
  365. },
  366. /**
  367. * Read material group data chunk.
  368. *
  369. * @method readMaterialGroup
  370. * @param {Dataview} data Dataview in use.
  371. * @return {Object} Object with name and index of the object.
  372. */
  373. readMaterialGroup: function ( data ) {
  374. this.readChunk( data );
  375. var name = this.readString( data, 64 );
  376. var numFaces = this.readWord( data );
  377. this.debugMessage( ' Name: ' + name );
  378. this.debugMessage( ' Faces: ' + numFaces );
  379. var index = [];
  380. for ( var i = 0; i < numFaces; ++ i ) {
  381. index.push( this.readWord( data ) );
  382. }
  383. return { name: name, index: index };
  384. },
  385. /**
  386. * Read a color value.
  387. *
  388. * @method readColor
  389. * @param {DataView} data Dataview.
  390. * @return {Color} Color value read..
  391. */
  392. readColor: function ( data ) {
  393. var chunk = this.readChunk( data );
  394. var color = new THREE.Color();
  395. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  396. var r = this.readByte( data );
  397. var g = this.readByte( data );
  398. var b = this.readByte( data );
  399. color.setRGB( r / 255, g / 255, b / 255 );
  400. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  401. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  402. var r = this.readFloat( data );
  403. var g = this.readFloat( data );
  404. var b = this.readFloat( data );
  405. color.setRGB( r, g, b );
  406. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  407. } else {
  408. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  409. }
  410. this.endChunk( chunk );
  411. return color;
  412. },
  413. /**
  414. * Read next chunk of data.
  415. *
  416. * @method readChunk
  417. * @param {DataView} data Dataview.
  418. * @return {Object} Chunk of data read.
  419. */
  420. readChunk: function ( data ) {
  421. var chunk = {};
  422. chunk.cur = this.position;
  423. chunk.id = this.readWord( data );
  424. chunk.size = this.readDWord( data );
  425. chunk.end = chunk.cur + chunk.size;
  426. chunk.cur += 6;
  427. return chunk;
  428. },
  429. /**
  430. * Set position to the end of the current chunk of data.
  431. *
  432. * @method endChunk
  433. * @param {Object} chunk Data chunk.
  434. */
  435. endChunk: function ( chunk ) {
  436. this.position = chunk.end;
  437. },
  438. /**
  439. * Move to the next data chunk.
  440. *
  441. * @method nextChunk
  442. * @param {DataView} data Dataview.
  443. * @param {Object} chunk Data chunk.
  444. */
  445. nextChunk: function ( data, chunk ) {
  446. if ( chunk.cur >= chunk.end ) {
  447. return 0;
  448. }
  449. this.position = chunk.cur;
  450. try {
  451. var next = this.readChunk( data );
  452. chunk.cur += next.size;
  453. return next.id;
  454. } catch ( e ) {
  455. this.debugMessage( 'Unable to read chunk at ' + this.position );
  456. return 0;
  457. }
  458. },
  459. /**
  460. * Reset dataview position.
  461. *
  462. * @method resetPosition
  463. */
  464. resetPosition: function () {
  465. this.position -= 6;
  466. },
  467. /**
  468. * Read byte value.
  469. *
  470. * @method readByte
  471. * @param {DataView} data Dataview to read data from.
  472. * @return {Number} Data read from the dataview.
  473. */
  474. readByte: function ( data ) {
  475. var v = data.getUint8( this.position, true );
  476. this.position += 1;
  477. return v;
  478. },
  479. /**
  480. * Read 32 bit float value.
  481. *
  482. * @method readFloat
  483. * @param {DataView} data Dataview to read data from.
  484. * @return {Number} Data read from the dataview.
  485. */
  486. readFloat: function ( data ) {
  487. try {
  488. var v = data.getFloat32( this.position, true );
  489. this.position += 4;
  490. return v;
  491. } catch ( e ) {
  492. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  493. }
  494. },
  495. /**
  496. * Read 32 bit signed integer value.
  497. *
  498. * @method readInt
  499. * @param {DataView} data Dataview to read data from.
  500. * @return {Number} Data read from the dataview.
  501. */
  502. readInt: function ( data ) {
  503. var v = data.getInt32( this.position, true );
  504. this.position += 4;
  505. return v;
  506. },
  507. /**
  508. * Read 16 bit signed integer value.
  509. *
  510. * @method readShort
  511. * @param {DataView} data Dataview to read data from.
  512. * @return {Number} Data read from the dataview.
  513. */
  514. readShort: function ( data ) {
  515. var v = data.getInt16( this.position, true );
  516. this.position += 2;
  517. return v;
  518. },
  519. /**
  520. * Read 64 bit unsigned integer value.
  521. *
  522. * @method readDWord
  523. * @param {DataView} data Dataview to read data from.
  524. * @return {Number} Data read from the dataview.
  525. */
  526. readDWord: function ( data ) {
  527. var v = data.getUint32( this.position, true );
  528. this.position += 4;
  529. return v;
  530. },
  531. /**
  532. * Read 32 bit unsigned integer value.
  533. *
  534. * @method readWord
  535. * @param {DataView} data Dataview to read data from.
  536. * @return {Number} Data read from the dataview.
  537. */
  538. readWord: function ( data ) {
  539. var v = data.getUint16( this.position, true );
  540. this.position += 2;
  541. return v;
  542. },
  543. /**
  544. * Read string value.
  545. *
  546. * @method readString
  547. * @param {DataView} data Dataview to read data from.
  548. * @param {Number} maxLength Max size of the string to be read.
  549. * @return {String} Data read from the dataview.
  550. */
  551. readString: function ( data, maxLength ) {
  552. var s = '';
  553. for ( var i = 0; i < maxLength; i ++ ) {
  554. var c = this.readByte( data );
  555. if ( ! c ) {
  556. break;
  557. }
  558. s += String.fromCharCode( c );
  559. }
  560. return s;
  561. },
  562. /**
  563. * Set path to adjust the path to the original 3ds file.
  564. *
  565. * @method setPath
  566. * @param {String} path Path to file.
  567. * @return Self for chaining.
  568. */
  569. setPath: function ( path ) {
  570. this.path = path;
  571. return this;
  572. },
  573. /**
  574. * Set resource path used to determine the path to attached resources like textures.
  575. *
  576. * @method setResourcePath
  577. * @param {String} resourcePath Path to resources.
  578. * @return Self for chaining.
  579. */
  580. setResourcePath: function ( resourcePath ) {
  581. this.resourcePath = resourcePath;
  582. return this;
  583. },
  584. /**
  585. * Set crossOrigin value to configure CORS settings
  586. * for the image loading process.
  587. *
  588. * @method setCrossOrigin
  589. * @param {String} crossOrigin crossOrigin string.
  590. * @return Self for chaining.
  591. */
  592. setCrossOrigin: function ( crossOrigin ) {
  593. this.crossOrigin = crossOrigin;
  594. return this;
  595. },
  596. /**
  597. * Print debug message to the console.
  598. *
  599. * Is controlled by a flag to show or hide debug messages.
  600. *
  601. * @method debugMessage
  602. * @param {Object} message Debug message to print to the console.
  603. */
  604. debugMessage: function ( message ) {
  605. if ( this.debug ) {
  606. console.log( message );
  607. }
  608. }
  609. };
  610. // var NULL_CHUNK = 0x0000;
  611. var M3DMAGIC = 0x4D4D;
  612. // var SMAGIC = 0x2D2D;
  613. // var LMAGIC = 0x2D3D;
  614. var MLIBMAGIC = 0x3DAA;
  615. // var MATMAGIC = 0x3DFF;
  616. var CMAGIC = 0xC23D;
  617. var M3D_VERSION = 0x0002;
  618. // var M3D_KFVERSION = 0x0005;
  619. var COLOR_F = 0x0010;
  620. var COLOR_24 = 0x0011;
  621. var LIN_COLOR_24 = 0x0012;
  622. var LIN_COLOR_F = 0x0013;
  623. // var INT_PERCENTAGE = 0x0030;
  624. // var FLOAT_PERCENTAGE = 0x0031;
  625. var MDATA = 0x3D3D;
  626. var MESH_VERSION = 0x3D3E;
  627. var MASTER_SCALE = 0x0100;
  628. // var LO_SHADOW_BIAS = 0x1400;
  629. // var HI_SHADOW_BIAS = 0x1410;
  630. // var SHADOW_MAP_SIZE = 0x1420;
  631. // var SHADOW_SAMPLES = 0x1430;
  632. // var SHADOW_RANGE = 0x1440;
  633. // var SHADOW_FILTER = 0x1450;
  634. // var RAY_BIAS = 0x1460;
  635. // var O_CONSTS = 0x1500;
  636. // var AMBIENT_LIGHT = 0x2100;
  637. // var BIT_MAP = 0x1100;
  638. // var SOLID_BGND = 0x1200;
  639. // var V_GRADIENT = 0x1300;
  640. // var USE_BIT_MAP = 0x1101;
  641. // var USE_SOLID_BGND = 0x1201;
  642. // var USE_V_GRADIENT = 0x1301;
  643. // var FOG = 0x2200;
  644. // var FOG_BGND = 0x2210;
  645. // var LAYER_FOG = 0x2302;
  646. // var DISTANCE_CUE = 0x2300;
  647. // var DCUE_BGND = 0x2310;
  648. // var USE_FOG = 0x2201;
  649. // var USE_LAYER_FOG = 0x2303;
  650. // var USE_DISTANCE_CUE = 0x2301;
  651. var MAT_ENTRY = 0xAFFF;
  652. var MAT_NAME = 0xA000;
  653. var MAT_AMBIENT = 0xA010;
  654. var MAT_DIFFUSE = 0xA020;
  655. var MAT_SPECULAR = 0xA030;
  656. var MAT_SHININESS = 0xA040;
  657. // var MAT_SHIN2PCT = 0xA041;
  658. // var MAT_TRANSPARENCY = 0xA050;
  659. // var MAT_XPFALL = 0xA052;
  660. // var MAT_USE_XPFALL = 0xA240;
  661. // var MAT_REFBLUR = 0xA053;
  662. // var MAT_SHADING = 0xA100;
  663. // var MAT_USE_REFBLUR = 0xA250;
  664. // var MAT_SELF_ILLUM = 0xA084;
  665. var MAT_TWO_SIDE = 0xA081;
  666. // var MAT_DECAL = 0xA082;
  667. var MAT_ADDITIVE = 0xA083;
  668. var MAT_WIRE = 0xA085;
  669. // var MAT_FACEMAP = 0xA088;
  670. // var MAT_TRANSFALLOFF_IN = 0xA08A;
  671. // var MAT_PHONGSOFT = 0xA08C;
  672. // var MAT_WIREABS = 0xA08E;
  673. var MAT_WIRE_SIZE = 0xA087;
  674. var MAT_TEXMAP = 0xA200;
  675. // var MAT_SXP_TEXT_DATA = 0xA320;
  676. // var MAT_TEXMASK = 0xA33E;
  677. // var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  678. // var MAT_TEX2MAP = 0xA33A;
  679. // var MAT_SXP_TEXT2_DATA = 0xA321;
  680. // var MAT_TEX2MASK = 0xA340;
  681. // var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  682. var MAT_OPACMAP = 0xA210;
  683. // var MAT_SXP_OPAC_DATA = 0xA322;
  684. // var MAT_OPACMASK = 0xA342;
  685. // var MAT_SXP_OPACMASK_DATA = 0xA32E;
  686. var MAT_BUMPMAP = 0xA230;
  687. // var MAT_SXP_BUMP_DATA = 0xA324;
  688. // var MAT_BUMPMASK = 0xA344;
  689. // var MAT_SXP_BUMPMASK_DATA = 0xA330;
  690. var MAT_SPECMAP = 0xA204;
  691. // var MAT_SXP_SPEC_DATA = 0xA325;
  692. // var MAT_SPECMASK = 0xA348;
  693. // var MAT_SXP_SPECMASK_DATA = 0xA332;
  694. // var MAT_SHINMAP = 0xA33C;
  695. // var MAT_SXP_SHIN_DATA = 0xA326;
  696. // var MAT_SHINMASK = 0xA346;
  697. // var MAT_SXP_SHINMASK_DATA = 0xA334;
  698. // var MAT_SELFIMAP = 0xA33D;
  699. // var MAT_SXP_SELFI_DATA = 0xA328;
  700. // var MAT_SELFIMASK = 0xA34A;
  701. // var MAT_SXP_SELFIMASK_DATA = 0xA336;
  702. // var MAT_REFLMAP = 0xA220;
  703. // var MAT_REFLMASK = 0xA34C;
  704. // var MAT_SXP_REFLMASK_DATA = 0xA338;
  705. // var MAT_ACUBIC = 0xA310;
  706. var MAT_MAPNAME = 0xA300;
  707. // var MAT_MAP_TILING = 0xA351;
  708. // var MAT_MAP_TEXBLUR = 0xA353;
  709. var MAT_MAP_USCALE = 0xA354;
  710. var MAT_MAP_VSCALE = 0xA356;
  711. var MAT_MAP_UOFFSET = 0xA358;
  712. var MAT_MAP_VOFFSET = 0xA35A;
  713. // var MAT_MAP_ANG = 0xA35C;
  714. // var MAT_MAP_COL1 = 0xA360;
  715. // var MAT_MAP_COL2 = 0xA362;
  716. // var MAT_MAP_RCOL = 0xA364;
  717. // var MAT_MAP_GCOL = 0xA366;
  718. // var MAT_MAP_BCOL = 0xA368;
  719. var NAMED_OBJECT = 0x4000;
  720. // var N_DIRECT_LIGHT = 0x4600;
  721. // var DL_OFF = 0x4620;
  722. // var DL_OUTER_RANGE = 0x465A;
  723. // var DL_INNER_RANGE = 0x4659;
  724. // var DL_MULTIPLIER = 0x465B;
  725. // var DL_EXCLUDE = 0x4654;
  726. // var DL_ATTENUATE = 0x4625;
  727. // var DL_SPOTLIGHT = 0x4610;
  728. // var DL_SPOT_ROLL = 0x4656;
  729. // var DL_SHADOWED = 0x4630;
  730. // var DL_LOCAL_SHADOW2 = 0x4641;
  731. // var DL_SEE_CONE = 0x4650;
  732. // var DL_SPOT_RECTANGULAR = 0x4651;
  733. // var DL_SPOT_ASPECT = 0x4657;
  734. // var DL_SPOT_PROJECTOR = 0x4653;
  735. // var DL_SPOT_OVERSHOOT = 0x4652;
  736. // var DL_RAY_BIAS = 0x4658;
  737. // var DL_RAYSHAD = 0x4627;
  738. // var N_CAMERA = 0x4700;
  739. // var CAM_SEE_CONE = 0x4710;
  740. // var CAM_RANGES = 0x4720;
  741. // var OBJ_HIDDEN = 0x4010;
  742. // var OBJ_VIS_LOFTER = 0x4011;
  743. // var OBJ_DOESNT_CAST = 0x4012;
  744. // var OBJ_DONT_RECVSHADOW = 0x4017;
  745. // var OBJ_MATTE = 0x4013;
  746. // var OBJ_FAST = 0x4014;
  747. // var OBJ_PROCEDURAL = 0x4015;
  748. // var OBJ_FROZEN = 0x4016;
  749. var N_TRI_OBJECT = 0x4100;
  750. var POINT_ARRAY = 0x4110;
  751. // var POINT_FLAG_ARRAY = 0x4111;
  752. var FACE_ARRAY = 0x4120;
  753. var MSH_MAT_GROUP = 0x4130;
  754. // var SMOOTH_GROUP = 0x4150;
  755. // var MSH_BOXMAP = 0x4190;
  756. var TEX_VERTS = 0x4140;
  757. var MESH_MATRIX = 0x4160;
  758. // var MESH_COLOR = 0x4165;
  759. // var MESH_TEXTURE_INFO = 0x4170;
  760. // var KFDATA = 0xB000;
  761. // var KFHDR = 0xB00A;
  762. // var KFSEG = 0xB008;
  763. // var KFCURTIME = 0xB009;
  764. // var AMBIENT_NODE_TAG = 0xB001;
  765. // var OBJECT_NODE_TAG = 0xB002;
  766. // var CAMERA_NODE_TAG = 0xB003;
  767. // var TARGET_NODE_TAG = 0xB004;
  768. // var LIGHT_NODE_TAG = 0xB005;
  769. // var L_TARGET_NODE_TAG = 0xB006;
  770. // var SPOTLIGHT_NODE_TAG = 0xB007;
  771. // var NODE_ID = 0xB030;
  772. // var NODE_HDR = 0xB010;
  773. // var PIVOT = 0xB013;
  774. // var INSTANCE_NAME = 0xB011;
  775. // var MORPH_SMOOTH = 0xB015;
  776. // var BOUNDBOX = 0xB014;
  777. // var POS_TRACK_TAG = 0xB020;
  778. // var COL_TRACK_TAG = 0xB025;
  779. // var ROT_TRACK_TAG = 0xB021;
  780. // var SCL_TRACK_TAG = 0xB022;
  781. // var MORPH_TRACK_TAG = 0xB026;
  782. // var FOV_TRACK_TAG = 0xB023;
  783. // var ROLL_TRACK_TAG = 0xB024;
  784. // var HOT_TRACK_TAG = 0xB027;
  785. // var FALL_TRACK_TAG = 0xB028;
  786. // var HIDE_TRACK_TAG = 0xB029;
  787. // var POLY_2D = 0x5000;
  788. // var SHAPE_OK = 0x5010;
  789. // var SHAPE_NOT_OK = 0x5011;
  790. // var SHAPE_HOOK = 0x5020;
  791. // var PATH_3D = 0x6000;
  792. // var PATH_MATRIX = 0x6005;
  793. // var SHAPE_2D = 0x6010;
  794. // var M_SCALE = 0x6020;
  795. // var M_TWIST = 0x6030;
  796. // var M_TEETER = 0x6040;
  797. // var M_FIT = 0x6050;
  798. // var M_BEVEL = 0x6060;
  799. // var XZ_CURVE = 0x6070;
  800. // var YZ_CURVE = 0x6080;
  801. // var INTERPCT = 0x6090;
  802. // var DEFORM_LIMIT = 0x60A0;
  803. // var USE_CONTOUR = 0x6100;
  804. // var USE_TWEEN = 0x6110;
  805. // var USE_SCALE = 0x6120;
  806. // var USE_TWIST = 0x6130;
  807. // var USE_TEETER = 0x6140;
  808. // var USE_FIT = 0x6150;
  809. // var USE_BEVEL = 0x6160;
  810. // var DEFAULT_VIEW = 0x3000;
  811. // var VIEW_TOP = 0x3010;
  812. // var VIEW_BOTTOM = 0x3020;
  813. // var VIEW_LEFT = 0x3030;
  814. // var VIEW_RIGHT = 0x3040;
  815. // var VIEW_FRONT = 0x3050;
  816. // var VIEW_BACK = 0x3060;
  817. // var VIEW_USER = 0x3070;
  818. // var VIEW_CAMERA = 0x3080;
  819. // var VIEW_WINDOW = 0x3090;
  820. // var VIEWPORT_LAYOUT_OLD = 0x7000;
  821. // var VIEWPORT_DATA_OLD = 0x7010;
  822. // var VIEWPORT_LAYOUT = 0x7001;
  823. // var VIEWPORT_DATA = 0x7011;
  824. // var VIEWPORT_DATA_3 = 0x7012;
  825. // var VIEWPORT_SIZE = 0x7020;
  826. // var NETWORK_VIEW = 0x7030;