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