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