TDSLoader.js 24 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. import {
  12. AdditiveBlending,
  13. BufferGeometry,
  14. Color,
  15. DoubleSide,
  16. FileLoader,
  17. Float32BufferAttribute,
  18. Group,
  19. Loader,
  20. LoaderUtils,
  21. Matrix4,
  22. Mesh,
  23. MeshPhongMaterial,
  24. TextureLoader
  25. } from "../../../build/three.module.js";
  26. var TDSLoader = function ( manager ) {
  27. Loader.call( this, manager );
  28. this.debug = false;
  29. this.group = null;
  30. this.position = 0;
  31. this.materials = [];
  32. this.meshes = [];
  33. };
  34. TDSLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  35. constructor: TDSLoader,
  36. /**
  37. * Load 3ds file from url.
  38. *
  39. * @method load
  40. * @param {[type]} url URL for the file.
  41. * @param {Function} onLoad onLoad callback, receives group Object3D as argument.
  42. * @param {Function} onProgress onProgress callback.
  43. * @param {Function} onError onError callback.
  44. */
  45. load: function ( url, onLoad, onProgress, onError ) {
  46. var scope = this;
  47. var path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
  48. var loader = new FileLoader( this.manager );
  49. loader.setPath( this.path );
  50. loader.setResponseType( 'arraybuffer' );
  51. loader.setRequestHeader( this.requestHeader );
  52. loader.load( url, function ( data ) {
  53. try {
  54. onLoad( scope.parse( data, path ) );
  55. } catch ( e ) {
  56. if ( onError ) {
  57. onError( e );
  58. } else {
  59. console.error( e );
  60. }
  61. scope.manager.itemError( url );
  62. }
  63. }, onProgress, onError );
  64. },
  65. /**
  66. * Parse arraybuffer data and load 3ds file.
  67. *
  68. * @method parse
  69. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  70. * @param {String} path Path for external resources.
  71. * @return {Group} Group loaded from 3ds file.
  72. */
  73. parse: function ( arraybuffer, path ) {
  74. this.group = new Group();
  75. this.position = 0;
  76. this.materials = [];
  77. this.meshes = [];
  78. this.readFile( arraybuffer, path );
  79. for ( var i = 0; i < this.meshes.length; i ++ ) {
  80. this.group.add( this.meshes[ i ] );
  81. }
  82. return this.group;
  83. },
  84. /**
  85. * Decode file content to read 3ds data.
  86. *
  87. * @method readFile
  88. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  89. * @param {String} path Path for external resources.
  90. */
  91. readFile: function ( arraybuffer, path ) {
  92. var data = new DataView( arraybuffer );
  93. var chunk = this.readChunk( data );
  94. if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  95. var next = this.nextChunk( data, chunk );
  96. while ( next !== 0 ) {
  97. if ( next === M3D_VERSION ) {
  98. var version = this.readDWord( data );
  99. this.debugMessage( '3DS file version: ' + version );
  100. } else if ( next === MDATA ) {
  101. this.resetPosition( data );
  102. this.readMeshData( data, path );
  103. } else {
  104. this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  105. }
  106. next = this.nextChunk( data, chunk );
  107. }
  108. }
  109. this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  110. },
  111. /**
  112. * Read mesh data chunk.
  113. *
  114. * @method readMeshData
  115. * @param {Dataview} data Dataview in use.
  116. * @param {String} path Path for external resources.
  117. */
  118. readMeshData: function ( data, path ) {
  119. var chunk = this.readChunk( data );
  120. var next = this.nextChunk( data, chunk );
  121. while ( next !== 0 ) {
  122. if ( next === MESH_VERSION ) {
  123. var version = + this.readDWord( data );
  124. this.debugMessage( 'Mesh Version: ' + version );
  125. } else if ( next === MASTER_SCALE ) {
  126. var scale = this.readFloat( data );
  127. this.debugMessage( 'Master scale: ' + scale );
  128. this.group.scale.set( scale, scale, scale );
  129. } else if ( next === NAMED_OBJECT ) {
  130. this.debugMessage( 'Named Object' );
  131. this.resetPosition( data );
  132. this.readNamedObject( data );
  133. } else if ( next === MAT_ENTRY ) {
  134. this.debugMessage( 'Material' );
  135. this.resetPosition( data );
  136. this.readMaterialEntry( data, path );
  137. } else {
  138. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  139. }
  140. next = this.nextChunk( data, chunk );
  141. }
  142. },
  143. /**
  144. * Read named object chunk.
  145. *
  146. * @method readNamedObject
  147. * @param {Dataview} data Dataview in use.
  148. */
  149. readNamedObject: function ( data ) {
  150. var chunk = this.readChunk( data );
  151. var name = this.readString( data, 64 );
  152. chunk.cur = this.position;
  153. var next = this.nextChunk( data, chunk );
  154. while ( next !== 0 ) {
  155. if ( next === N_TRI_OBJECT ) {
  156. this.resetPosition( data );
  157. var mesh = this.readMesh( data );
  158. mesh.name = name;
  159. this.meshes.push( mesh );
  160. } else {
  161. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  162. }
  163. next = this.nextChunk( data, chunk );
  164. }
  165. this.endChunk( chunk );
  166. },
  167. /**
  168. * Read material data chunk and add it to the material list.
  169. *
  170. * @method readMaterialEntry
  171. * @param {Dataview} data Dataview in use.
  172. * @param {String} path Path for external resources.
  173. */
  174. readMaterialEntry: function ( data, path ) {
  175. var chunk = this.readChunk( data );
  176. var next = this.nextChunk( data, chunk );
  177. var material = new MeshPhongMaterial();
  178. while ( next !== 0 ) {
  179. if ( next === MAT_NAME ) {
  180. material.name = this.readString( data, 64 );
  181. this.debugMessage( ' Name: ' + material.name );
  182. } else if ( next === MAT_WIRE ) {
  183. this.debugMessage( ' Wireframe' );
  184. material.wireframe = true;
  185. } else if ( next === MAT_WIRE_SIZE ) {
  186. var value = this.readByte( data );
  187. material.wireframeLinewidth = value;
  188. this.debugMessage( ' Wireframe Thickness: ' + value );
  189. } else if ( next === MAT_TWO_SIDE ) {
  190. material.side = DoubleSide;
  191. this.debugMessage( ' DoubleSided' );
  192. } else if ( next === MAT_ADDITIVE ) {
  193. this.debugMessage( ' Additive Blending' );
  194. material.blending = AdditiveBlending;
  195. } else if ( next === MAT_DIFFUSE ) {
  196. this.debugMessage( ' Diffuse Color' );
  197. material.color = this.readColor( data );
  198. } else if ( next === MAT_SPECULAR ) {
  199. this.debugMessage( ' Specular Color' );
  200. material.specular = this.readColor( data );
  201. } else if ( next === MAT_AMBIENT ) {
  202. this.debugMessage( ' Ambient color' );
  203. material.color = this.readColor( data );
  204. } else if ( next === MAT_SHININESS ) {
  205. var shininess = this.readWord( data );
  206. material.shininess = shininess;
  207. this.debugMessage( ' Shininess : ' + shininess );
  208. } else if ( next === MAT_TRANSPARENCY ) {
  209. var opacity = this.readWord( data );
  210. material.opacity = opacity * 0.01;
  211. this.debugMessage( ' Opacity : ' + opacity );
  212. material.transparent = opacity < 100 ? true : false;
  213. } else if ( next === MAT_TEXMAP ) {
  214. this.debugMessage( ' ColorMap' );
  215. this.resetPosition( data );
  216. material.map = this.readMap( data, path );
  217. } else if ( next === MAT_BUMPMAP ) {
  218. this.debugMessage( ' BumpMap' );
  219. this.resetPosition( data );
  220. material.bumpMap = this.readMap( data, path );
  221. } else if ( next === MAT_OPACMAP ) {
  222. this.debugMessage( ' OpacityMap' );
  223. this.resetPosition( data );
  224. material.alphaMap = this.readMap( data, path );
  225. } else if ( next === MAT_SPECMAP ) {
  226. this.debugMessage( ' SpecularMap' );
  227. this.resetPosition( data );
  228. material.specularMap = this.readMap( data, path );
  229. } else {
  230. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  231. }
  232. next = this.nextChunk( data, chunk );
  233. }
  234. this.endChunk( chunk );
  235. this.materials[ material.name ] = material;
  236. },
  237. /**
  238. * Read mesh data chunk.
  239. *
  240. * @method readMesh
  241. * @param {Dataview} data Dataview in use.
  242. * @return {Mesh} The parsed mesh.
  243. */
  244. readMesh: function ( data ) {
  245. var chunk = this.readChunk( data );
  246. var next = this.nextChunk( data, chunk );
  247. var geometry = new BufferGeometry();
  248. var uvs = [];
  249. var material = new MeshPhongMaterial();
  250. var mesh = new Mesh( geometry, material );
  251. mesh.name = 'mesh';
  252. while ( next !== 0 ) {
  253. if ( next === POINT_ARRAY ) {
  254. var points = this.readWord( data );
  255. this.debugMessage( ' Vertex: ' + points );
  256. //BufferGeometry
  257. var vertices = [];
  258. for ( var i = 0; i < points; i ++ ) {
  259. vertices.push( this.readFloat( data ) );
  260. vertices.push( this.readFloat( data ) );
  261. vertices.push( this.readFloat( data ) );
  262. }
  263. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  264. } else if ( next === FACE_ARRAY ) {
  265. this.resetPosition( data );
  266. this.readFaceArray( data, mesh );
  267. } else if ( next === TEX_VERTS ) {
  268. var texels = this.readWord( data );
  269. this.debugMessage( ' UV: ' + texels );
  270. //BufferGeometry
  271. var uvs = [];
  272. for ( var i = 0; i < texels; i ++ ) {
  273. uvs.push( this.readFloat( data ) );
  274. uvs.push( this.readFloat( data ) );
  275. }
  276. geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  277. } else if ( next === MESH_MATRIX ) {
  278. this.debugMessage( ' Tranformation Matrix (TODO)' );
  279. var values = [];
  280. for ( var i = 0; i < 12; i ++ ) {
  281. values[ i ] = this.readFloat( data );
  282. }
  283. var matrix = new Matrix4();
  284. //X Line
  285. matrix.elements[ 0 ] = values[ 0 ];
  286. matrix.elements[ 1 ] = values[ 6 ];
  287. matrix.elements[ 2 ] = values[ 3 ];
  288. matrix.elements[ 3 ] = values[ 9 ];
  289. //Y Line
  290. matrix.elements[ 4 ] = values[ 2 ];
  291. matrix.elements[ 5 ] = values[ 8 ];
  292. matrix.elements[ 6 ] = values[ 5 ];
  293. matrix.elements[ 7 ] = values[ 11 ];
  294. //Z Line
  295. matrix.elements[ 8 ] = values[ 1 ];
  296. matrix.elements[ 9 ] = values[ 7 ];
  297. matrix.elements[ 10 ] = values[ 4 ];
  298. matrix.elements[ 11 ] = values[ 10 ];
  299. //W Line
  300. matrix.elements[ 12 ] = 0;
  301. matrix.elements[ 13 ] = 0;
  302. matrix.elements[ 14 ] = 0;
  303. matrix.elements[ 15 ] = 1;
  304. matrix.transpose();
  305. var inverse = new Matrix4();
  306. inverse.getInverse( matrix );
  307. geometry.applyMatrix4( inverse );
  308. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  309. } else {
  310. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  311. }
  312. next = this.nextChunk( data, chunk );
  313. }
  314. this.endChunk( chunk );
  315. geometry.computeVertexNormals();
  316. return mesh;
  317. },
  318. /**
  319. * Read face array data chunk.
  320. *
  321. * @method readFaceArray
  322. * @param {Dataview} data Dataview in use.
  323. * @param {Mesh} mesh Mesh to be filled with the data read.
  324. */
  325. readFaceArray: function ( data, mesh ) {
  326. var chunk = this.readChunk( data );
  327. var faces = this.readWord( data );
  328. this.debugMessage( ' Faces: ' + faces );
  329. var index = [];
  330. for ( var i = 0; i < faces; ++ i ) {
  331. index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) );
  332. this.readWord( data ); // visibility
  333. }
  334. mesh.geometry.setIndex( index );
  335. //The rest of the FACE_ARRAY chunk is subchunks
  336. while ( this.position < chunk.end ) {
  337. var chunk = this.readChunk( data );
  338. if ( chunk.id === MSH_MAT_GROUP ) {
  339. this.debugMessage( ' Material Group' );
  340. this.resetPosition( data );
  341. var group = this.readMaterialGroup( data );
  342. var material = this.materials[ group.name ];
  343. if ( material !== undefined ) {
  344. mesh.material = material;
  345. if ( material.name === '' ) {
  346. material.name = mesh.name;
  347. }
  348. }
  349. } else {
  350. this.debugMessage( ' Unknown face array chunk: ' + chunk.toString( 16 ) );
  351. }
  352. this.endChunk( chunk );
  353. }
  354. this.endChunk( chunk );
  355. },
  356. /**
  357. * Read texture map data chunk.
  358. *
  359. * @method readMap
  360. * @param {Dataview} data Dataview in use.
  361. * @param {String} path Path for external resources.
  362. * @return {Texture} Texture read from this data chunk.
  363. */
  364. readMap: function ( data, path ) {
  365. var chunk = this.readChunk( data );
  366. var next = this.nextChunk( data, chunk );
  367. var texture = {};
  368. var loader = new TextureLoader( this.manager );
  369. loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  370. while ( next !== 0 ) {
  371. if ( next === MAT_MAPNAME ) {
  372. var name = this.readString( data, 128 );
  373. texture = loader.load( name );
  374. this.debugMessage( ' File: ' + path + name );
  375. } else if ( next === MAT_MAP_UOFFSET ) {
  376. texture.offset.x = this.readFloat( data );
  377. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  378. } else if ( next === MAT_MAP_VOFFSET ) {
  379. texture.offset.y = this.readFloat( data );
  380. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  381. } else if ( next === MAT_MAP_USCALE ) {
  382. texture.repeat.x = this.readFloat( data );
  383. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  384. } else if ( next === MAT_MAP_VSCALE ) {
  385. texture.repeat.y = this.readFloat( data );
  386. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  387. } else {
  388. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  389. }
  390. next = this.nextChunk( data, chunk );
  391. }
  392. this.endChunk( chunk );
  393. return texture;
  394. },
  395. /**
  396. * Read material group data chunk.
  397. *
  398. * @method readMaterialGroup
  399. * @param {Dataview} data Dataview in use.
  400. * @return {Object} Object with name and index of the object.
  401. */
  402. readMaterialGroup: function ( data ) {
  403. this.readChunk( data );
  404. var name = this.readString( data, 64 );
  405. var numFaces = this.readWord( data );
  406. this.debugMessage( ' Name: ' + name );
  407. this.debugMessage( ' Faces: ' + numFaces );
  408. var index = [];
  409. for ( var i = 0; i < numFaces; ++ i ) {
  410. index.push( this.readWord( data ) );
  411. }
  412. return { name: name, index: index };
  413. },
  414. /**
  415. * Read a color value.
  416. *
  417. * @method readColor
  418. * @param {DataView} data Dataview.
  419. * @return {Color} Color value read..
  420. */
  421. readColor: function ( data ) {
  422. var chunk = this.readChunk( data );
  423. var color = new Color();
  424. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  425. var r = this.readByte( data );
  426. var g = this.readByte( data );
  427. var b = this.readByte( data );
  428. color.setRGB( r / 255, g / 255, b / 255 );
  429. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  430. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  431. var r = this.readFloat( data );
  432. var g = this.readFloat( data );
  433. var b = this.readFloat( data );
  434. color.setRGB( r, g, b );
  435. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  436. } else {
  437. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  438. }
  439. this.endChunk( chunk );
  440. return color;
  441. },
  442. /**
  443. * Read next chunk of data.
  444. *
  445. * @method readChunk
  446. * @param {DataView} data Dataview.
  447. * @return {Object} Chunk of data read.
  448. */
  449. readChunk: function ( data ) {
  450. var chunk = {};
  451. chunk.cur = this.position;
  452. chunk.id = this.readWord( data );
  453. chunk.size = this.readDWord( data );
  454. chunk.end = chunk.cur + chunk.size;
  455. chunk.cur += 6;
  456. return chunk;
  457. },
  458. /**
  459. * Set position to the end of the current chunk of data.
  460. *
  461. * @method endChunk
  462. * @param {Object} chunk Data chunk.
  463. */
  464. endChunk: function ( chunk ) {
  465. this.position = chunk.end;
  466. },
  467. /**
  468. * Move to the next data chunk.
  469. *
  470. * @method nextChunk
  471. * @param {DataView} data Dataview.
  472. * @param {Object} chunk Data chunk.
  473. */
  474. nextChunk: function ( data, chunk ) {
  475. if ( chunk.cur >= chunk.end ) {
  476. return 0;
  477. }
  478. this.position = chunk.cur;
  479. try {
  480. var next = this.readChunk( data );
  481. chunk.cur += next.size;
  482. return next.id;
  483. } catch ( e ) {
  484. this.debugMessage( 'Unable to read chunk at ' + this.position );
  485. return 0;
  486. }
  487. },
  488. /**
  489. * Reset dataview position.
  490. *
  491. * @method resetPosition
  492. */
  493. resetPosition: function () {
  494. this.position -= 6;
  495. },
  496. /**
  497. * Read byte value.
  498. *
  499. * @method readByte
  500. * @param {DataView} data Dataview to read data from.
  501. * @return {Number} Data read from the dataview.
  502. */
  503. readByte: function ( data ) {
  504. var v = data.getUint8( this.position, true );
  505. this.position += 1;
  506. return v;
  507. },
  508. /**
  509. * Read 32 bit float value.
  510. *
  511. * @method readFloat
  512. * @param {DataView} data Dataview to read data from.
  513. * @return {Number} Data read from the dataview.
  514. */
  515. readFloat: function ( data ) {
  516. try {
  517. var v = data.getFloat32( this.position, true );
  518. this.position += 4;
  519. return v;
  520. } catch ( e ) {
  521. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  522. }
  523. },
  524. /**
  525. * Read 32 bit signed integer value.
  526. *
  527. * @method readInt
  528. * @param {DataView} data Dataview to read data from.
  529. * @return {Number} Data read from the dataview.
  530. */
  531. readInt: function ( data ) {
  532. var v = data.getInt32( this.position, true );
  533. this.position += 4;
  534. return v;
  535. },
  536. /**
  537. * Read 16 bit signed integer value.
  538. *
  539. * @method readShort
  540. * @param {DataView} data Dataview to read data from.
  541. * @return {Number} Data read from the dataview.
  542. */
  543. readShort: function ( data ) {
  544. var v = data.getInt16( this.position, true );
  545. this.position += 2;
  546. return v;
  547. },
  548. /**
  549. * Read 64 bit unsigned integer value.
  550. *
  551. * @method readDWord
  552. * @param {DataView} data Dataview to read data from.
  553. * @return {Number} Data read from the dataview.
  554. */
  555. readDWord: function ( data ) {
  556. var v = data.getUint32( this.position, true );
  557. this.position += 4;
  558. return v;
  559. },
  560. /**
  561. * Read 32 bit unsigned integer value.
  562. *
  563. * @method readWord
  564. * @param {DataView} data Dataview to read data from.
  565. * @return {Number} Data read from the dataview.
  566. */
  567. readWord: function ( data ) {
  568. var v = data.getUint16( this.position, true );
  569. this.position += 2;
  570. return v;
  571. },
  572. /**
  573. * Read string value.
  574. *
  575. * @method readString
  576. * @param {DataView} data Dataview to read data from.
  577. * @param {Number} maxLength Max size of the string to be read.
  578. * @return {String} Data read from the dataview.
  579. */
  580. readString: function ( data, maxLength ) {
  581. var s = '';
  582. for ( var i = 0; i < maxLength; i ++ ) {
  583. var c = this.readByte( data );
  584. if ( ! c ) {
  585. break;
  586. }
  587. s += String.fromCharCode( c );
  588. }
  589. return s;
  590. },
  591. /**
  592. * Print debug message to the console.
  593. *
  594. * Is controlled by a flag to show or hide debug messages.
  595. *
  596. * @method debugMessage
  597. * @param {Object} message Debug message to print to the console.
  598. */
  599. debugMessage: function ( message ) {
  600. if ( this.debug ) {
  601. console.log( message );
  602. }
  603. }
  604. } );
  605. // var NULL_CHUNK = 0x0000;
  606. var M3DMAGIC = 0x4D4D;
  607. // var SMAGIC = 0x2D2D;
  608. // var LMAGIC = 0x2D3D;
  609. var MLIBMAGIC = 0x3DAA;
  610. // var MATMAGIC = 0x3DFF;
  611. var CMAGIC = 0xC23D;
  612. var M3D_VERSION = 0x0002;
  613. // var M3D_KFVERSION = 0x0005;
  614. var COLOR_F = 0x0010;
  615. var COLOR_24 = 0x0011;
  616. var LIN_COLOR_24 = 0x0012;
  617. var LIN_COLOR_F = 0x0013;
  618. // var INT_PERCENTAGE = 0x0030;
  619. // var FLOAT_PERCENTAGE = 0x0031;
  620. var MDATA = 0x3D3D;
  621. var MESH_VERSION = 0x3D3E;
  622. var MASTER_SCALE = 0x0100;
  623. // var LO_SHADOW_BIAS = 0x1400;
  624. // var HI_SHADOW_BIAS = 0x1410;
  625. // var SHADOW_MAP_SIZE = 0x1420;
  626. // var SHADOW_SAMPLES = 0x1430;
  627. // var SHADOW_RANGE = 0x1440;
  628. // var SHADOW_FILTER = 0x1450;
  629. // var RAY_BIAS = 0x1460;
  630. // var O_CONSTS = 0x1500;
  631. // var AMBIENT_LIGHT = 0x2100;
  632. // var BIT_MAP = 0x1100;
  633. // var SOLID_BGND = 0x1200;
  634. // var V_GRADIENT = 0x1300;
  635. // var USE_BIT_MAP = 0x1101;
  636. // var USE_SOLID_BGND = 0x1201;
  637. // var USE_V_GRADIENT = 0x1301;
  638. // var FOG = 0x2200;
  639. // var FOG_BGND = 0x2210;
  640. // var LAYER_FOG = 0x2302;
  641. // var DISTANCE_CUE = 0x2300;
  642. // var DCUE_BGND = 0x2310;
  643. // var USE_FOG = 0x2201;
  644. // var USE_LAYER_FOG = 0x2303;
  645. // var USE_DISTANCE_CUE = 0x2301;
  646. var MAT_ENTRY = 0xAFFF;
  647. var MAT_NAME = 0xA000;
  648. var MAT_AMBIENT = 0xA010;
  649. var MAT_DIFFUSE = 0xA020;
  650. var MAT_SPECULAR = 0xA030;
  651. var MAT_SHININESS = 0xA040;
  652. // var MAT_SHIN2PCT = 0xA041;
  653. var MAT_TRANSPARENCY = 0xA050;
  654. // var MAT_XPFALL = 0xA052;
  655. // var MAT_USE_XPFALL = 0xA240;
  656. // var MAT_REFBLUR = 0xA053;
  657. // var MAT_SHADING = 0xA100;
  658. // var MAT_USE_REFBLUR = 0xA250;
  659. // var MAT_SELF_ILLUM = 0xA084;
  660. var MAT_TWO_SIDE = 0xA081;
  661. // var MAT_DECAL = 0xA082;
  662. var MAT_ADDITIVE = 0xA083;
  663. var MAT_WIRE = 0xA085;
  664. // var MAT_FACEMAP = 0xA088;
  665. // var MAT_TRANSFALLOFF_IN = 0xA08A;
  666. // var MAT_PHONGSOFT = 0xA08C;
  667. // var MAT_WIREABS = 0xA08E;
  668. var MAT_WIRE_SIZE = 0xA087;
  669. var MAT_TEXMAP = 0xA200;
  670. // var MAT_SXP_TEXT_DATA = 0xA320;
  671. // var MAT_TEXMASK = 0xA33E;
  672. // var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  673. // var MAT_TEX2MAP = 0xA33A;
  674. // var MAT_SXP_TEXT2_DATA = 0xA321;
  675. // var MAT_TEX2MASK = 0xA340;
  676. // var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  677. var MAT_OPACMAP = 0xA210;
  678. // var MAT_SXP_OPAC_DATA = 0xA322;
  679. // var MAT_OPACMASK = 0xA342;
  680. // var MAT_SXP_OPACMASK_DATA = 0xA32E;
  681. var MAT_BUMPMAP = 0xA230;
  682. // var MAT_SXP_BUMP_DATA = 0xA324;
  683. // var MAT_BUMPMASK = 0xA344;
  684. // var MAT_SXP_BUMPMASK_DATA = 0xA330;
  685. var MAT_SPECMAP = 0xA204;
  686. // var MAT_SXP_SPEC_DATA = 0xA325;
  687. // var MAT_SPECMASK = 0xA348;
  688. // var MAT_SXP_SPECMASK_DATA = 0xA332;
  689. // var MAT_SHINMAP = 0xA33C;
  690. // var MAT_SXP_SHIN_DATA = 0xA326;
  691. // var MAT_SHINMASK = 0xA346;
  692. // var MAT_SXP_SHINMASK_DATA = 0xA334;
  693. // var MAT_SELFIMAP = 0xA33D;
  694. // var MAT_SXP_SELFI_DATA = 0xA328;
  695. // var MAT_SELFIMASK = 0xA34A;
  696. // var MAT_SXP_SELFIMASK_DATA = 0xA336;
  697. // var MAT_REFLMAP = 0xA220;
  698. // var MAT_REFLMASK = 0xA34C;
  699. // var MAT_SXP_REFLMASK_DATA = 0xA338;
  700. // var MAT_ACUBIC = 0xA310;
  701. var MAT_MAPNAME = 0xA300;
  702. // var MAT_MAP_TILING = 0xA351;
  703. // var MAT_MAP_TEXBLUR = 0xA353;
  704. var MAT_MAP_USCALE = 0xA354;
  705. var MAT_MAP_VSCALE = 0xA356;
  706. var MAT_MAP_UOFFSET = 0xA358;
  707. var MAT_MAP_VOFFSET = 0xA35A;
  708. // var MAT_MAP_ANG = 0xA35C;
  709. // var MAT_MAP_COL1 = 0xA360;
  710. // var MAT_MAP_COL2 = 0xA362;
  711. // var MAT_MAP_RCOL = 0xA364;
  712. // var MAT_MAP_GCOL = 0xA366;
  713. // var MAT_MAP_BCOL = 0xA368;
  714. var NAMED_OBJECT = 0x4000;
  715. // var N_DIRECT_LIGHT = 0x4600;
  716. // var DL_OFF = 0x4620;
  717. // var DL_OUTER_RANGE = 0x465A;
  718. // var DL_INNER_RANGE = 0x4659;
  719. // var DL_MULTIPLIER = 0x465B;
  720. // var DL_EXCLUDE = 0x4654;
  721. // var DL_ATTENUATE = 0x4625;
  722. // var DL_SPOTLIGHT = 0x4610;
  723. // var DL_SPOT_ROLL = 0x4656;
  724. // var DL_SHADOWED = 0x4630;
  725. // var DL_LOCAL_SHADOW2 = 0x4641;
  726. // var DL_SEE_CONE = 0x4650;
  727. // var DL_SPOT_RECTANGULAR = 0x4651;
  728. // var DL_SPOT_ASPECT = 0x4657;
  729. // var DL_SPOT_PROJECTOR = 0x4653;
  730. // var DL_SPOT_OVERSHOOT = 0x4652;
  731. // var DL_RAY_BIAS = 0x4658;
  732. // var DL_RAYSHAD = 0x4627;
  733. // var N_CAMERA = 0x4700;
  734. // var CAM_SEE_CONE = 0x4710;
  735. // var CAM_RANGES = 0x4720;
  736. // var OBJ_HIDDEN = 0x4010;
  737. // var OBJ_VIS_LOFTER = 0x4011;
  738. // var OBJ_DOESNT_CAST = 0x4012;
  739. // var OBJ_DONT_RECVSHADOW = 0x4017;
  740. // var OBJ_MATTE = 0x4013;
  741. // var OBJ_FAST = 0x4014;
  742. // var OBJ_PROCEDURAL = 0x4015;
  743. // var OBJ_FROZEN = 0x4016;
  744. var N_TRI_OBJECT = 0x4100;
  745. var POINT_ARRAY = 0x4110;
  746. // var POINT_FLAG_ARRAY = 0x4111;
  747. var FACE_ARRAY = 0x4120;
  748. var MSH_MAT_GROUP = 0x4130;
  749. // var SMOOTH_GROUP = 0x4150;
  750. // var MSH_BOXMAP = 0x4190;
  751. var TEX_VERTS = 0x4140;
  752. var MESH_MATRIX = 0x4160;
  753. // var MESH_COLOR = 0x4165;
  754. // var MESH_TEXTURE_INFO = 0x4170;
  755. // var KFDATA = 0xB000;
  756. // var KFHDR = 0xB00A;
  757. // var KFSEG = 0xB008;
  758. // var KFCURTIME = 0xB009;
  759. // var AMBIENT_NODE_TAG = 0xB001;
  760. // var OBJECT_NODE_TAG = 0xB002;
  761. // var CAMERA_NODE_TAG = 0xB003;
  762. // var TARGET_NODE_TAG = 0xB004;
  763. // var LIGHT_NODE_TAG = 0xB005;
  764. // var L_TARGET_NODE_TAG = 0xB006;
  765. // var SPOTLIGHT_NODE_TAG = 0xB007;
  766. // var NODE_ID = 0xB030;
  767. // var NODE_HDR = 0xB010;
  768. // var PIVOT = 0xB013;
  769. // var INSTANCE_NAME = 0xB011;
  770. // var MORPH_SMOOTH = 0xB015;
  771. // var BOUNDBOX = 0xB014;
  772. // var POS_TRACK_TAG = 0xB020;
  773. // var COL_TRACK_TAG = 0xB025;
  774. // var ROT_TRACK_TAG = 0xB021;
  775. // var SCL_TRACK_TAG = 0xB022;
  776. // var MORPH_TRACK_TAG = 0xB026;
  777. // var FOV_TRACK_TAG = 0xB023;
  778. // var ROLL_TRACK_TAG = 0xB024;
  779. // var HOT_TRACK_TAG = 0xB027;
  780. // var FALL_TRACK_TAG = 0xB028;
  781. // var HIDE_TRACK_TAG = 0xB029;
  782. // var POLY_2D = 0x5000;
  783. // var SHAPE_OK = 0x5010;
  784. // var SHAPE_NOT_OK = 0x5011;
  785. // var SHAPE_HOOK = 0x5020;
  786. // var PATH_3D = 0x6000;
  787. // var PATH_MATRIX = 0x6005;
  788. // var SHAPE_2D = 0x6010;
  789. // var M_SCALE = 0x6020;
  790. // var M_TWIST = 0x6030;
  791. // var M_TEETER = 0x6040;
  792. // var M_FIT = 0x6050;
  793. // var M_BEVEL = 0x6060;
  794. // var XZ_CURVE = 0x6070;
  795. // var YZ_CURVE = 0x6080;
  796. // var INTERPCT = 0x6090;
  797. // var DEFORM_LIMIT = 0x60A0;
  798. // var USE_CONTOUR = 0x6100;
  799. // var USE_TWEEN = 0x6110;
  800. // var USE_SCALE = 0x6120;
  801. // var USE_TWIST = 0x6130;
  802. // var USE_TEETER = 0x6140;
  803. // var USE_FIT = 0x6150;
  804. // var USE_BEVEL = 0x6160;
  805. // var DEFAULT_VIEW = 0x3000;
  806. // var VIEW_TOP = 0x3010;
  807. // var VIEW_BOTTOM = 0x3020;
  808. // var VIEW_LEFT = 0x3030;
  809. // var VIEW_RIGHT = 0x3040;
  810. // var VIEW_FRONT = 0x3050;
  811. // var VIEW_BACK = 0x3060;
  812. // var VIEW_USER = 0x3070;
  813. // var VIEW_CAMERA = 0x3080;
  814. // var VIEW_WINDOW = 0x3090;
  815. // var VIEWPORT_LAYOUT_OLD = 0x7000;
  816. // var VIEWPORT_DATA_OLD = 0x7010;
  817. // var VIEWPORT_LAYOUT = 0x7001;
  818. // var VIEWPORT_DATA = 0x7011;
  819. // var VIEWPORT_DATA_3 = 0x7012;
  820. // var VIEWPORT_SIZE = 0x7020;
  821. // var NETWORK_VIEW = 0x7030;
  822. export { TDSLoader };