TDSLoader.js 25 KB

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  1. console.warn( "THREE.TDSLoader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /**
  3. * Autodesk 3DS three.js file loader, based on lib3ds.
  4. *
  5. * Loads geometry with uv and materials basic properties with texture support.
  6. *
  7. * @author @tentone
  8. * @author @timknip
  9. * @class TDSLoader
  10. * @constructor
  11. */
  12. THREE.TDSLoader = function ( manager ) {
  13. THREE.Loader.call( this, manager );
  14. this.debug = false;
  15. this.group = null;
  16. this.position = 0;
  17. this.materials = [];
  18. this.meshes = [];
  19. };
  20. THREE.TDSLoader.prototype = Object.assign( Object.create( THREE.Loader.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 = ( scope.path === '' ) ? THREE.LoaderUtils.extractUrlBase( url ) : scope.path;
  34. var loader = new THREE.FileLoader( this.manager );
  35. loader.setPath( this.path );
  36. loader.setResponseType( 'arraybuffer' );
  37. loader.setRequestHeader( this.requestHeader );
  38. loader.load( url, function ( data ) {
  39. try {
  40. onLoad( scope.parse( data, path ) );
  41. } catch ( e ) {
  42. if ( onError ) {
  43. onError( e );
  44. } else {
  45. console.error( e );
  46. }
  47. scope.manager.itemError( url );
  48. }
  49. }, onProgress, onError );
  50. },
  51. /**
  52. * Parse arraybuffer data and load 3ds file.
  53. *
  54. * @method parse
  55. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  56. * @param {String} path Path for external resources.
  57. * @return {Group} Group loaded from 3ds file.
  58. */
  59. parse: function ( arraybuffer, path ) {
  60. this.group = new THREE.Group();
  61. this.position = 0;
  62. this.materials = [];
  63. this.meshes = [];
  64. this.readFile( arraybuffer, path );
  65. for ( var i = 0; i < this.meshes.length; i ++ ) {
  66. this.group.add( this.meshes[ i ] );
  67. }
  68. return this.group;
  69. },
  70. /**
  71. * Decode file content to read 3ds data.
  72. *
  73. * @method readFile
  74. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  75. * @param {String} path Path for external resources.
  76. */
  77. readFile: function ( arraybuffer, path ) {
  78. var data = new DataView( arraybuffer );
  79. var chunk = this.readChunk( data );
  80. if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  81. var next = this.nextChunk( data, chunk );
  82. while ( next !== 0 ) {
  83. if ( next === M3D_VERSION ) {
  84. var version = this.readDWord( data );
  85. this.debugMessage( '3DS file version: ' + version );
  86. } else if ( next === MDATA ) {
  87. this.resetPosition( data );
  88. this.readMeshData( data, path );
  89. } else {
  90. this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  91. }
  92. next = this.nextChunk( data, chunk );
  93. }
  94. }
  95. this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  96. },
  97. /**
  98. * Read mesh data chunk.
  99. *
  100. * @method readMeshData
  101. * @param {Dataview} data Dataview in use.
  102. * @param {String} path Path for external resources.
  103. */
  104. readMeshData: function ( data, path ) {
  105. var chunk = this.readChunk( data );
  106. var next = this.nextChunk( data, chunk );
  107. while ( next !== 0 ) {
  108. if ( next === MESH_VERSION ) {
  109. var version = + this.readDWord( data );
  110. this.debugMessage( 'Mesh Version: ' + version );
  111. } else if ( next === MASTER_SCALE ) {
  112. var scale = this.readFloat( data );
  113. this.debugMessage( 'Master scale: ' + scale );
  114. this.group.scale.set( scale, scale, scale );
  115. } else if ( next === NAMED_OBJECT ) {
  116. this.debugMessage( 'Named Object' );
  117. this.resetPosition( data );
  118. this.readNamedObject( data );
  119. } else if ( next === MAT_ENTRY ) {
  120. this.debugMessage( 'Material' );
  121. this.resetPosition( data );
  122. this.readMaterialEntry( data, path );
  123. } else {
  124. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  125. }
  126. next = this.nextChunk( data, chunk );
  127. }
  128. },
  129. /**
  130. * Read named object chunk.
  131. *
  132. * @method readNamedObject
  133. * @param {Dataview} data Dataview in use.
  134. */
  135. readNamedObject: function ( data ) {
  136. var chunk = this.readChunk( data );
  137. var name = this.readString( data, 64 );
  138. chunk.cur = this.position;
  139. var next = this.nextChunk( data, chunk );
  140. while ( next !== 0 ) {
  141. if ( next === N_TRI_OBJECT ) {
  142. this.resetPosition( data );
  143. var mesh = this.readMesh( data );
  144. mesh.name = name;
  145. this.meshes.push( mesh );
  146. } else {
  147. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  148. }
  149. next = this.nextChunk( data, chunk );
  150. }
  151. this.endChunk( chunk );
  152. },
  153. /**
  154. * Read material data chunk and add it to the material list.
  155. *
  156. * @method readMaterialEntry
  157. * @param {Dataview} data Dataview in use.
  158. * @param {String} path Path for external resources.
  159. */
  160. readMaterialEntry: function ( data, path ) {
  161. var chunk = this.readChunk( data );
  162. var next = this.nextChunk( data, chunk );
  163. var material = new THREE.MeshPhongMaterial();
  164. while ( next !== 0 ) {
  165. if ( next === MAT_NAME ) {
  166. material.name = this.readString( data, 64 );
  167. this.debugMessage( ' Name: ' + material.name );
  168. } else if ( next === MAT_WIRE ) {
  169. this.debugMessage( ' Wireframe' );
  170. material.wireframe = true;
  171. } else if ( next === MAT_WIRE_SIZE ) {
  172. var value = this.readByte( data );
  173. material.wireframeLinewidth = value;
  174. this.debugMessage( ' Wireframe Thickness: ' + value );
  175. } else if ( next === MAT_TWO_SIDE ) {
  176. material.side = THREE.DoubleSide;
  177. this.debugMessage( ' DoubleSided' );
  178. } else if ( next === MAT_ADDITIVE ) {
  179. this.debugMessage( ' Additive Blending' );
  180. material.blending = THREE.AdditiveBlending;
  181. } else if ( next === MAT_DIFFUSE ) {
  182. this.debugMessage( ' Diffuse Color' );
  183. material.color = this.readColor( data );
  184. } else if ( next === MAT_SPECULAR ) {
  185. this.debugMessage( ' Specular Color' );
  186. material.specular = this.readColor( data );
  187. } else if ( next === MAT_AMBIENT ) {
  188. this.debugMessage( ' Ambient color' );
  189. material.color = this.readColor( data );
  190. } else if ( next === MAT_SHININESS ) {
  191. var shininess = this.readWord( data );
  192. material.shininess = shininess;
  193. this.debugMessage( ' Shininess : ' + shininess );
  194. } else if ( next === MAT_TRANSPARENCY ) {
  195. var opacity = this.readWord( data );
  196. material.opacity = opacity * 0.01;
  197. this.debugMessage( ' Opacity : ' + opacity );
  198. material.transparent = opacity < 100 ? true : false;
  199. } else if ( next === MAT_TEXMAP ) {
  200. this.debugMessage( ' ColorMap' );
  201. this.resetPosition( data );
  202. material.map = this.readMap( data, path );
  203. } else if ( next === MAT_BUMPMAP ) {
  204. this.debugMessage( ' BumpMap' );
  205. this.resetPosition( data );
  206. material.bumpMap = this.readMap( data, path );
  207. } else if ( next === MAT_OPACMAP ) {
  208. this.debugMessage( ' OpacityMap' );
  209. this.resetPosition( data );
  210. material.alphaMap = this.readMap( data, path );
  211. } else if ( next === MAT_SPECMAP ) {
  212. this.debugMessage( ' SpecularMap' );
  213. this.resetPosition( data );
  214. material.specularMap = this.readMap( data, path );
  215. } else {
  216. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  217. }
  218. next = this.nextChunk( data, chunk );
  219. }
  220. this.endChunk( chunk );
  221. this.materials[ material.name ] = material;
  222. },
  223. /**
  224. * Read mesh data chunk.
  225. *
  226. * @method readMesh
  227. * @param {Dataview} data Dataview in use.
  228. * @return {Mesh} The parsed mesh.
  229. */
  230. readMesh: function ( data ) {
  231. var chunk = this.readChunk( data );
  232. var next = this.nextChunk( data, chunk );
  233. var geometry = new THREE.BufferGeometry();
  234. var uvs = [];
  235. var material = new THREE.MeshPhongMaterial();
  236. var mesh = new THREE.Mesh( geometry, material );
  237. mesh.name = 'mesh';
  238. while ( next !== 0 ) {
  239. if ( next === POINT_ARRAY ) {
  240. var points = this.readWord( data );
  241. this.debugMessage( ' Vertex: ' + points );
  242. //BufferGeometry
  243. var vertices = [];
  244. for ( var i = 0; i < points; i ++ ) {
  245. vertices.push( this.readFloat( data ) );
  246. vertices.push( this.readFloat( data ) );
  247. vertices.push( this.readFloat( data ) );
  248. }
  249. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  250. } else if ( next === FACE_ARRAY ) {
  251. this.resetPosition( data );
  252. this.readFaceArray( data, mesh );
  253. } else if ( next === TEX_VERTS ) {
  254. var texels = this.readWord( data );
  255. this.debugMessage( ' UV: ' + texels );
  256. //BufferGeometry
  257. var uvs = [];
  258. for ( var i = 0; i < texels; i ++ ) {
  259. uvs.push( this.readFloat( data ) );
  260. uvs.push( this.readFloat( data ) );
  261. }
  262. geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  263. } else if ( next === MESH_MATRIX ) {
  264. this.debugMessage( ' Tranformation Matrix (TODO)' );
  265. var values = [];
  266. for ( var i = 0; i < 12; i ++ ) {
  267. values[ i ] = this.readFloat( data );
  268. }
  269. var matrix = new THREE.Matrix4();
  270. //X Line
  271. matrix.elements[ 0 ] = values[ 0 ];
  272. matrix.elements[ 1 ] = values[ 6 ];
  273. matrix.elements[ 2 ] = values[ 3 ];
  274. matrix.elements[ 3 ] = values[ 9 ];
  275. //Y Line
  276. matrix.elements[ 4 ] = values[ 2 ];
  277. matrix.elements[ 5 ] = values[ 8 ];
  278. matrix.elements[ 6 ] = values[ 5 ];
  279. matrix.elements[ 7 ] = values[ 11 ];
  280. //Z Line
  281. matrix.elements[ 8 ] = values[ 1 ];
  282. matrix.elements[ 9 ] = values[ 7 ];
  283. matrix.elements[ 10 ] = values[ 4 ];
  284. matrix.elements[ 11 ] = values[ 10 ];
  285. //W Line
  286. matrix.elements[ 12 ] = 0;
  287. matrix.elements[ 13 ] = 0;
  288. matrix.elements[ 14 ] = 0;
  289. matrix.elements[ 15 ] = 1;
  290. matrix.transpose();
  291. var inverse = new THREE.Matrix4();
  292. inverse.getInverse( matrix );
  293. geometry.applyMatrix4( inverse );
  294. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  295. } else {
  296. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  297. }
  298. next = this.nextChunk( data, chunk );
  299. }
  300. this.endChunk( chunk );
  301. geometry.computeVertexNormals();
  302. return mesh;
  303. },
  304. /**
  305. * Read face array data chunk.
  306. *
  307. * @method readFaceArray
  308. * @param {Dataview} data Dataview in use.
  309. * @param {Mesh} mesh Mesh to be filled with the data read.
  310. */
  311. readFaceArray: function ( data, mesh ) {
  312. var chunk = this.readChunk( data );
  313. var faces = this.readWord( data );
  314. this.debugMessage( ' Faces: ' + faces );
  315. var index = [];
  316. for ( var i = 0; i < faces; ++ i ) {
  317. index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) );
  318. this.readWord( data ); // visibility
  319. }
  320. mesh.geometry.setIndex( index );
  321. //The rest of the FACE_ARRAY chunk is subchunks
  322. while ( this.position < chunk.end ) {
  323. var chunk = this.readChunk( data );
  324. if ( chunk.id === MSH_MAT_GROUP ) {
  325. this.debugMessage( ' Material Group' );
  326. this.resetPosition( data );
  327. var group = this.readMaterialGroup( data );
  328. var material = this.materials[ group.name ];
  329. if ( material !== undefined ) {
  330. mesh.material = material;
  331. if ( material.name === '' ) {
  332. material.name = mesh.name;
  333. }
  334. }
  335. } else {
  336. this.debugMessage( ' Unknown face array chunk: ' + chunk.toString( 16 ) );
  337. }
  338. this.endChunk( chunk );
  339. }
  340. this.endChunk( chunk );
  341. },
  342. /**
  343. * Read texture map data chunk.
  344. *
  345. * @method readMap
  346. * @param {Dataview} data Dataview in use.
  347. * @param {String} path Path for external resources.
  348. * @return {Texture} Texture read from this data chunk.
  349. */
  350. readMap: function ( data, path ) {
  351. var chunk = this.readChunk( data );
  352. var next = this.nextChunk( data, chunk );
  353. var texture = {};
  354. var loader = new THREE.TextureLoader( this.manager );
  355. loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  356. while ( next !== 0 ) {
  357. if ( next === MAT_MAPNAME ) {
  358. var name = this.readString( data, 128 );
  359. texture = loader.load( name );
  360. this.debugMessage( ' File: ' + path + name );
  361. } else if ( next === MAT_MAP_UOFFSET ) {
  362. texture.offset.x = this.readFloat( data );
  363. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  364. } else if ( next === MAT_MAP_VOFFSET ) {
  365. texture.offset.y = this.readFloat( data );
  366. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  367. } else if ( next === MAT_MAP_USCALE ) {
  368. texture.repeat.x = this.readFloat( data );
  369. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  370. } else if ( next === MAT_MAP_VSCALE ) {
  371. texture.repeat.y = this.readFloat( data );
  372. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  373. } else {
  374. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  375. }
  376. next = this.nextChunk( data, chunk );
  377. }
  378. this.endChunk( chunk );
  379. return texture;
  380. },
  381. /**
  382. * Read material group data chunk.
  383. *
  384. * @method readMaterialGroup
  385. * @param {Dataview} data Dataview in use.
  386. * @return {Object} Object with name and index of the object.
  387. */
  388. readMaterialGroup: function ( data ) {
  389. this.readChunk( data );
  390. var name = this.readString( data, 64 );
  391. var numFaces = this.readWord( data );
  392. this.debugMessage( ' Name: ' + name );
  393. this.debugMessage( ' Faces: ' + numFaces );
  394. var index = [];
  395. for ( var i = 0; i < numFaces; ++ i ) {
  396. index.push( this.readWord( data ) );
  397. }
  398. return { name: name, index: index };
  399. },
  400. /**
  401. * Read a color value.
  402. *
  403. * @method readColor
  404. * @param {DataView} data Dataview.
  405. * @return {Color} Color value read..
  406. */
  407. readColor: function ( data ) {
  408. var chunk = this.readChunk( data );
  409. var color = new THREE.Color();
  410. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  411. var r = this.readByte( data );
  412. var g = this.readByte( data );
  413. var b = this.readByte( data );
  414. color.setRGB( r / 255, g / 255, b / 255 );
  415. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  416. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  417. var r = this.readFloat( data );
  418. var g = this.readFloat( data );
  419. var b = this.readFloat( data );
  420. color.setRGB( r, g, b );
  421. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  422. } else {
  423. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  424. }
  425. this.endChunk( chunk );
  426. return color;
  427. },
  428. /**
  429. * Read next chunk of data.
  430. *
  431. * @method readChunk
  432. * @param {DataView} data Dataview.
  433. * @return {Object} Chunk of data read.
  434. */
  435. readChunk: function ( data ) {
  436. var chunk = {};
  437. chunk.cur = this.position;
  438. chunk.id = this.readWord( data );
  439. chunk.size = this.readDWord( data );
  440. chunk.end = chunk.cur + chunk.size;
  441. chunk.cur += 6;
  442. return chunk;
  443. },
  444. /**
  445. * Set position to the end of the current chunk of data.
  446. *
  447. * @method endChunk
  448. * @param {Object} chunk Data chunk.
  449. */
  450. endChunk: function ( chunk ) {
  451. this.position = chunk.end;
  452. },
  453. /**
  454. * Move to the next data chunk.
  455. *
  456. * @method nextChunk
  457. * @param {DataView} data Dataview.
  458. * @param {Object} chunk Data chunk.
  459. */
  460. nextChunk: function ( data, chunk ) {
  461. if ( chunk.cur >= chunk.end ) {
  462. return 0;
  463. }
  464. this.position = chunk.cur;
  465. try {
  466. var next = this.readChunk( data );
  467. chunk.cur += next.size;
  468. return next.id;
  469. } catch ( e ) {
  470. this.debugMessage( 'Unable to read chunk at ' + this.position );
  471. return 0;
  472. }
  473. },
  474. /**
  475. * Reset dataview position.
  476. *
  477. * @method resetPosition
  478. */
  479. resetPosition: function () {
  480. this.position -= 6;
  481. },
  482. /**
  483. * Read byte value.
  484. *
  485. * @method readByte
  486. * @param {DataView} data Dataview to read data from.
  487. * @return {Number} Data read from the dataview.
  488. */
  489. readByte: function ( data ) {
  490. var v = data.getUint8( this.position, true );
  491. this.position += 1;
  492. return v;
  493. },
  494. /**
  495. * Read 32 bit float value.
  496. *
  497. * @method readFloat
  498. * @param {DataView} data Dataview to read data from.
  499. * @return {Number} Data read from the dataview.
  500. */
  501. readFloat: function ( data ) {
  502. try {
  503. var v = data.getFloat32( this.position, true );
  504. this.position += 4;
  505. return v;
  506. } catch ( e ) {
  507. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  508. }
  509. },
  510. /**
  511. * Read 32 bit signed integer value.
  512. *
  513. * @method readInt
  514. * @param {DataView} data Dataview to read data from.
  515. * @return {Number} Data read from the dataview.
  516. */
  517. readInt: function ( data ) {
  518. var v = data.getInt32( this.position, true );
  519. this.position += 4;
  520. return v;
  521. },
  522. /**
  523. * Read 16 bit signed integer value.
  524. *
  525. * @method readShort
  526. * @param {DataView} data Dataview to read data from.
  527. * @return {Number} Data read from the dataview.
  528. */
  529. readShort: function ( data ) {
  530. var v = data.getInt16( this.position, true );
  531. this.position += 2;
  532. return v;
  533. },
  534. /**
  535. * Read 64 bit unsigned integer value.
  536. *
  537. * @method readDWord
  538. * @param {DataView} data Dataview to read data from.
  539. * @return {Number} Data read from the dataview.
  540. */
  541. readDWord: function ( data ) {
  542. var v = data.getUint32( this.position, true );
  543. this.position += 4;
  544. return v;
  545. },
  546. /**
  547. * Read 32 bit unsigned integer value.
  548. *
  549. * @method readWord
  550. * @param {DataView} data Dataview to read data from.
  551. * @return {Number} Data read from the dataview.
  552. */
  553. readWord: function ( data ) {
  554. var v = data.getUint16( this.position, true );
  555. this.position += 2;
  556. return v;
  557. },
  558. /**
  559. * Read string value.
  560. *
  561. * @method readString
  562. * @param {DataView} data Dataview to read data from.
  563. * @param {Number} maxLength Max size of the string to be read.
  564. * @return {String} Data read from the dataview.
  565. */
  566. readString: function ( data, maxLength ) {
  567. var s = '';
  568. for ( var i = 0; i < maxLength; i ++ ) {
  569. var c = this.readByte( data );
  570. if ( ! c ) {
  571. break;
  572. }
  573. s += String.fromCharCode( c );
  574. }
  575. return s;
  576. },
  577. /**
  578. * Print debug message to the console.
  579. *
  580. * Is controlled by a flag to show or hide debug messages.
  581. *
  582. * @method debugMessage
  583. * @param {Object} message Debug message to print to the console.
  584. */
  585. debugMessage: function ( message ) {
  586. if ( this.debug ) {
  587. console.log( message );
  588. }
  589. }
  590. } );
  591. // var NULL_CHUNK = 0x0000;
  592. var M3DMAGIC = 0x4D4D;
  593. // var SMAGIC = 0x2D2D;
  594. // var LMAGIC = 0x2D3D;
  595. var MLIBMAGIC = 0x3DAA;
  596. // var MATMAGIC = 0x3DFF;
  597. var CMAGIC = 0xC23D;
  598. var M3D_VERSION = 0x0002;
  599. // var M3D_KFVERSION = 0x0005;
  600. var COLOR_F = 0x0010;
  601. var COLOR_24 = 0x0011;
  602. var LIN_COLOR_24 = 0x0012;
  603. var LIN_COLOR_F = 0x0013;
  604. // var INT_PERCENTAGE = 0x0030;
  605. // var FLOAT_PERCENTAGE = 0x0031;
  606. var MDATA = 0x3D3D;
  607. var MESH_VERSION = 0x3D3E;
  608. var MASTER_SCALE = 0x0100;
  609. // var LO_SHADOW_BIAS = 0x1400;
  610. // var HI_SHADOW_BIAS = 0x1410;
  611. // var SHADOW_MAP_SIZE = 0x1420;
  612. // var SHADOW_SAMPLES = 0x1430;
  613. // var SHADOW_RANGE = 0x1440;
  614. // var SHADOW_FILTER = 0x1450;
  615. // var RAY_BIAS = 0x1460;
  616. // var O_CONSTS = 0x1500;
  617. // var AMBIENT_LIGHT = 0x2100;
  618. // var BIT_MAP = 0x1100;
  619. // var SOLID_BGND = 0x1200;
  620. // var V_GRADIENT = 0x1300;
  621. // var USE_BIT_MAP = 0x1101;
  622. // var USE_SOLID_BGND = 0x1201;
  623. // var USE_V_GRADIENT = 0x1301;
  624. // var FOG = 0x2200;
  625. // var FOG_BGND = 0x2210;
  626. // var LAYER_FOG = 0x2302;
  627. // var DISTANCE_CUE = 0x2300;
  628. // var DCUE_BGND = 0x2310;
  629. // var USE_FOG = 0x2201;
  630. // var USE_LAYER_FOG = 0x2303;
  631. // var USE_DISTANCE_CUE = 0x2301;
  632. var MAT_ENTRY = 0xAFFF;
  633. var MAT_NAME = 0xA000;
  634. var MAT_AMBIENT = 0xA010;
  635. var MAT_DIFFUSE = 0xA020;
  636. var MAT_SPECULAR = 0xA030;
  637. var MAT_SHININESS = 0xA040;
  638. // var MAT_SHIN2PCT = 0xA041;
  639. var MAT_TRANSPARENCY = 0xA050;
  640. // var MAT_XPFALL = 0xA052;
  641. // var MAT_USE_XPFALL = 0xA240;
  642. // var MAT_REFBLUR = 0xA053;
  643. // var MAT_SHADING = 0xA100;
  644. // var MAT_USE_REFBLUR = 0xA250;
  645. // var MAT_SELF_ILLUM = 0xA084;
  646. var MAT_TWO_SIDE = 0xA081;
  647. // var MAT_DECAL = 0xA082;
  648. var MAT_ADDITIVE = 0xA083;
  649. var MAT_WIRE = 0xA085;
  650. // var MAT_FACEMAP = 0xA088;
  651. // var MAT_TRANSFALLOFF_IN = 0xA08A;
  652. // var MAT_PHONGSOFT = 0xA08C;
  653. // var MAT_WIREABS = 0xA08E;
  654. var MAT_WIRE_SIZE = 0xA087;
  655. var MAT_TEXMAP = 0xA200;
  656. // var MAT_SXP_TEXT_DATA = 0xA320;
  657. // var MAT_TEXMASK = 0xA33E;
  658. // var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  659. // var MAT_TEX2MAP = 0xA33A;
  660. // var MAT_SXP_TEXT2_DATA = 0xA321;
  661. // var MAT_TEX2MASK = 0xA340;
  662. // var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  663. var MAT_OPACMAP = 0xA210;
  664. // var MAT_SXP_OPAC_DATA = 0xA322;
  665. // var MAT_OPACMASK = 0xA342;
  666. // var MAT_SXP_OPACMASK_DATA = 0xA32E;
  667. var MAT_BUMPMAP = 0xA230;
  668. // var MAT_SXP_BUMP_DATA = 0xA324;
  669. // var MAT_BUMPMASK = 0xA344;
  670. // var MAT_SXP_BUMPMASK_DATA = 0xA330;
  671. var MAT_SPECMAP = 0xA204;
  672. // var MAT_SXP_SPEC_DATA = 0xA325;
  673. // var MAT_SPECMASK = 0xA348;
  674. // var MAT_SXP_SPECMASK_DATA = 0xA332;
  675. // var MAT_SHINMAP = 0xA33C;
  676. // var MAT_SXP_SHIN_DATA = 0xA326;
  677. // var MAT_SHINMASK = 0xA346;
  678. // var MAT_SXP_SHINMASK_DATA = 0xA334;
  679. // var MAT_SELFIMAP = 0xA33D;
  680. // var MAT_SXP_SELFI_DATA = 0xA328;
  681. // var MAT_SELFIMASK = 0xA34A;
  682. // var MAT_SXP_SELFIMASK_DATA = 0xA336;
  683. // var MAT_REFLMAP = 0xA220;
  684. // var MAT_REFLMASK = 0xA34C;
  685. // var MAT_SXP_REFLMASK_DATA = 0xA338;
  686. // var MAT_ACUBIC = 0xA310;
  687. var MAT_MAPNAME = 0xA300;
  688. // var MAT_MAP_TILING = 0xA351;
  689. // var MAT_MAP_TEXBLUR = 0xA353;
  690. var MAT_MAP_USCALE = 0xA354;
  691. var MAT_MAP_VSCALE = 0xA356;
  692. var MAT_MAP_UOFFSET = 0xA358;
  693. var MAT_MAP_VOFFSET = 0xA35A;
  694. // var MAT_MAP_ANG = 0xA35C;
  695. // var MAT_MAP_COL1 = 0xA360;
  696. // var MAT_MAP_COL2 = 0xA362;
  697. // var MAT_MAP_RCOL = 0xA364;
  698. // var MAT_MAP_GCOL = 0xA366;
  699. // var MAT_MAP_BCOL = 0xA368;
  700. var NAMED_OBJECT = 0x4000;
  701. // var N_DIRECT_LIGHT = 0x4600;
  702. // var DL_OFF = 0x4620;
  703. // var DL_OUTER_RANGE = 0x465A;
  704. // var DL_INNER_RANGE = 0x4659;
  705. // var DL_MULTIPLIER = 0x465B;
  706. // var DL_EXCLUDE = 0x4654;
  707. // var DL_ATTENUATE = 0x4625;
  708. // var DL_SPOTLIGHT = 0x4610;
  709. // var DL_SPOT_ROLL = 0x4656;
  710. // var DL_SHADOWED = 0x4630;
  711. // var DL_LOCAL_SHADOW2 = 0x4641;
  712. // var DL_SEE_CONE = 0x4650;
  713. // var DL_SPOT_RECTANGULAR = 0x4651;
  714. // var DL_SPOT_ASPECT = 0x4657;
  715. // var DL_SPOT_PROJECTOR = 0x4653;
  716. // var DL_SPOT_OVERSHOOT = 0x4652;
  717. // var DL_RAY_BIAS = 0x4658;
  718. // var DL_RAYSHAD = 0x4627;
  719. // var N_CAMERA = 0x4700;
  720. // var CAM_SEE_CONE = 0x4710;
  721. // var CAM_RANGES = 0x4720;
  722. // var OBJ_HIDDEN = 0x4010;
  723. // var OBJ_VIS_LOFTER = 0x4011;
  724. // var OBJ_DOESNT_CAST = 0x4012;
  725. // var OBJ_DONT_RECVSHADOW = 0x4017;
  726. // var OBJ_MATTE = 0x4013;
  727. // var OBJ_FAST = 0x4014;
  728. // var OBJ_PROCEDURAL = 0x4015;
  729. // var OBJ_FROZEN = 0x4016;
  730. var N_TRI_OBJECT = 0x4100;
  731. var POINT_ARRAY = 0x4110;
  732. // var POINT_FLAG_ARRAY = 0x4111;
  733. var FACE_ARRAY = 0x4120;
  734. var MSH_MAT_GROUP = 0x4130;
  735. // var SMOOTH_GROUP = 0x4150;
  736. // var MSH_BOXMAP = 0x4190;
  737. var TEX_VERTS = 0x4140;
  738. var MESH_MATRIX = 0x4160;
  739. // var MESH_COLOR = 0x4165;
  740. // var MESH_TEXTURE_INFO = 0x4170;
  741. // var KFDATA = 0xB000;
  742. // var KFHDR = 0xB00A;
  743. // var KFSEG = 0xB008;
  744. // var KFCURTIME = 0xB009;
  745. // var AMBIENT_NODE_TAG = 0xB001;
  746. // var OBJECT_NODE_TAG = 0xB002;
  747. // var CAMERA_NODE_TAG = 0xB003;
  748. // var TARGET_NODE_TAG = 0xB004;
  749. // var LIGHT_NODE_TAG = 0xB005;
  750. // var L_TARGET_NODE_TAG = 0xB006;
  751. // var SPOTLIGHT_NODE_TAG = 0xB007;
  752. // var NODE_ID = 0xB030;
  753. // var NODE_HDR = 0xB010;
  754. // var PIVOT = 0xB013;
  755. // var INSTANCE_NAME = 0xB011;
  756. // var MORPH_SMOOTH = 0xB015;
  757. // var BOUNDBOX = 0xB014;
  758. // var POS_TRACK_TAG = 0xB020;
  759. // var COL_TRACK_TAG = 0xB025;
  760. // var ROT_TRACK_TAG = 0xB021;
  761. // var SCL_TRACK_TAG = 0xB022;
  762. // var MORPH_TRACK_TAG = 0xB026;
  763. // var FOV_TRACK_TAG = 0xB023;
  764. // var ROLL_TRACK_TAG = 0xB024;
  765. // var HOT_TRACK_TAG = 0xB027;
  766. // var FALL_TRACK_TAG = 0xB028;
  767. // var HIDE_TRACK_TAG = 0xB029;
  768. // var POLY_2D = 0x5000;
  769. // var SHAPE_OK = 0x5010;
  770. // var SHAPE_NOT_OK = 0x5011;
  771. // var SHAPE_HOOK = 0x5020;
  772. // var PATH_3D = 0x6000;
  773. // var PATH_MATRIX = 0x6005;
  774. // var SHAPE_2D = 0x6010;
  775. // var M_SCALE = 0x6020;
  776. // var M_TWIST = 0x6030;
  777. // var M_TEETER = 0x6040;
  778. // var M_FIT = 0x6050;
  779. // var M_BEVEL = 0x6060;
  780. // var XZ_CURVE = 0x6070;
  781. // var YZ_CURVE = 0x6080;
  782. // var INTERPCT = 0x6090;
  783. // var DEFORM_LIMIT = 0x60A0;
  784. // var USE_CONTOUR = 0x6100;
  785. // var USE_TWEEN = 0x6110;
  786. // var USE_SCALE = 0x6120;
  787. // var USE_TWIST = 0x6130;
  788. // var USE_TEETER = 0x6140;
  789. // var USE_FIT = 0x6150;
  790. // var USE_BEVEL = 0x6160;
  791. // var DEFAULT_VIEW = 0x3000;
  792. // var VIEW_TOP = 0x3010;
  793. // var VIEW_BOTTOM = 0x3020;
  794. // var VIEW_LEFT = 0x3030;
  795. // var VIEW_RIGHT = 0x3040;
  796. // var VIEW_FRONT = 0x3050;
  797. // var VIEW_BACK = 0x3060;
  798. // var VIEW_USER = 0x3070;
  799. // var VIEW_CAMERA = 0x3080;
  800. // var VIEW_WINDOW = 0x3090;
  801. // var VIEWPORT_LAYOUT_OLD = 0x7000;
  802. // var VIEWPORT_DATA_OLD = 0x7010;
  803. // var VIEWPORT_LAYOUT = 0x7001;
  804. // var VIEWPORT_DATA = 0x7011;
  805. // var VIEWPORT_DATA_3 = 0x7012;
  806. // var VIEWPORT_SIZE = 0x7020;
  807. // var NETWORK_VIEW = 0x7030;