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