TDSLoader.js 25 KB

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  1. /*
  2. * Autodesk 3DS threee.js file loader, based on lib3ds.
  3. *
  4. * Loads geometry with uv and materials basic properties with texture support.
  5. *
  6. * @author @tentone
  7. * @author @timknip
  8. * @class TDSLoader
  9. * @constructor
  10. */
  11. 'use strict';
  12. THREE.TDSLoader = function ( manager ) {
  13. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  14. this.debug = false;
  15. this.group = null;
  16. this.position = 0;
  17. this.materials = [];
  18. this.meshes = [];
  19. this.path = "";
  20. };
  21. THREE.TDSLoader.prototype = {
  22. constructor: THREE.TDSLoader,
  23. /**
  24. * Load 3ds file from url.
  25. *
  26. * @method load
  27. * @param {[type]} url URL for the file.
  28. * @param {Function} onLoad onLoad callback, receives group Object3D as argument.
  29. * @param {Function} onProgress onProgress callback.
  30. * @param {Function} onError onError callback.
  31. */
  32. load: function ( url, onLoad, onProgress, onError ) {
  33. var scope = this;
  34. var path = scope.path === undefined ? THREE.Loader.prototype.extractUrlBase( url ) : scope.path;
  35. var loader = new THREE.FileLoader( scope.manager );
  36. loader.setResponseType( 'arraybuffer' );
  37. loader.setPath( path );
  38. loader.load( url, function ( data ) {
  39. onLoad( scope.parse( data ) );
  40. }, onProgress, onError );
  41. },
  42. /**
  43. * Parse arraybuffer data and load 3ds file.
  44. *
  45. * @method parse
  46. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  47. * @param {String} path Path for external resources.
  48. * @return {Object3D} Group loaded from 3ds file.
  49. */
  50. parse: function ( arraybuffer ) {
  51. this.group = new THREE.Group();
  52. this.position = 0;
  53. this.materials = [];
  54. this.meshes = [];
  55. this.readFile( arraybuffer );
  56. for ( var i = 0; i < this.meshes.length; i ++ ) {
  57. this.group.add( this.meshes[ i ] );
  58. }
  59. return this.group;
  60. },
  61. /**
  62. * Decode file content to read 3ds data.
  63. *
  64. * @method readFile
  65. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  66. */
  67. readFile: function ( arraybuffer ) {
  68. var data = new DataView( arraybuffer );
  69. var chunk = this.readChunk( data );
  70. if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  71. var next = this.nextChunk( data, chunk );
  72. while ( next !== 0 ) {
  73. if ( next === M3D_VERSION ) {
  74. var version = this.readDWord( data );
  75. this.debugMessage( '3DS file version: ' + version );
  76. } else if ( next === MDATA ) {
  77. this.resetPosition( data );
  78. this.readMeshData( data );
  79. } else {
  80. this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  81. }
  82. next = this.nextChunk( data, chunk );
  83. }
  84. }
  85. this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  86. },
  87. /**
  88. * Read mesh data chunk.
  89. *
  90. * @method readMeshData
  91. * @param {Dataview} data Dataview in use.
  92. */
  93. readMeshData: function ( data ) {
  94. var chunk = this.readChunk( data );
  95. var next = this.nextChunk( data, chunk );
  96. while ( next !== 0 ) {
  97. if ( next === MESH_VERSION ) {
  98. var version = + this.readDWord( data );
  99. this.debugMessage( 'Mesh Version: ' + version );
  100. } else if ( next === MASTER_SCALE ) {
  101. var scale = this.readFloat( data );
  102. this.debugMessage( 'Master scale: ' + scale );
  103. this.group.scale.set( scale, scale, scale );
  104. } else if ( next === NAMED_OBJECT ) {
  105. this.debugMessage( 'Named Object' );
  106. this.resetPosition( data );
  107. this.readNamedObject( data );
  108. } else if ( next === MAT_ENTRY ) {
  109. this.debugMessage( 'Material' );
  110. this.resetPosition( data );
  111. this.readMaterialEntry( data );
  112. } else {
  113. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  114. }
  115. next = this.nextChunk( data, chunk );
  116. }
  117. },
  118. /**
  119. * Read named object chunk.
  120. *
  121. * @method readNamedObject
  122. * @param {Dataview} data Dataview in use.
  123. */
  124. readNamedObject: function ( data ) {
  125. var chunk = this.readChunk( data );
  126. var name = this.readString( data, 64 );
  127. chunk.cur = this.position;
  128. var next = this.nextChunk( data, chunk );
  129. while ( next !== 0 ) {
  130. if ( next === N_TRI_OBJECT ) {
  131. this.resetPosition( data );
  132. var mesh = this.readMesh( data );
  133. mesh.name = name;
  134. this.meshes.push( mesh );
  135. } else {
  136. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  137. }
  138. next = this.nextChunk( data, chunk );
  139. }
  140. this.endChunk( chunk );
  141. },
  142. /**
  143. * Read material data chunk and add it to the material list.
  144. *
  145. * @method readMaterialEntry
  146. * @param {Dataview} data Dataview in use.
  147. */
  148. readMaterialEntry: function ( data ) {
  149. var chunk = this.readChunk( data );
  150. var next = this.nextChunk( data, chunk );
  151. var material = new THREE.MeshPhongMaterial();
  152. while ( next !== 0 ) {
  153. if ( next === MAT_NAME ) {
  154. material.name = this.readString( data, 64 );
  155. this.debugMessage( ' Name: ' + material.name );
  156. } else if ( next === MAT_WIRE ) {
  157. this.debugMessage( ' Wireframe' );
  158. material.wireframe = true;
  159. } else if ( next === MAT_WIRE_SIZE ) {
  160. var value = this.readByte( data );
  161. material.wireframeLinewidth = value;
  162. this.debugMessage( ' Wireframe Thickness: ' + value );
  163. } else if ( next === MAT_TWO_SIDE ) {
  164. material.side = THREE.DoubleSide;
  165. this.debugMessage( ' DoubleSided' );
  166. } else if ( next === MAT_ADDITIVE ) {
  167. this.debugMessage( ' Additive Blending' );
  168. material.blending = THREE.AdditiveBlending;
  169. } else if ( next === MAT_DIFFUSE ) {
  170. this.debugMessage( ' Diffuse Color' );
  171. material.color = this.readColor( data );
  172. } else if ( next === MAT_SPECULAR ) {
  173. this.debugMessage( ' Specular Color' );
  174. material.specular = this.readColor( data );
  175. } else if ( next === MAT_AMBIENT ) {
  176. this.debugMessage( ' Ambient color' );
  177. material.color = this.readColor( data );
  178. } else if ( next === MAT_SHININESS ) {
  179. var shininess = this.readWord( data );
  180. material.shininess = shininess;
  181. this.debugMessage( ' Shininess : ' + shininess );
  182. } else if ( next === MAT_TEXMAP ) {
  183. this.debugMessage( ' ColorMap' );
  184. this.resetPosition( data );
  185. material.map = this.readMap( data );
  186. } else if ( next === MAT_BUMPMAP ) {
  187. this.debugMessage( ' BumpMap' );
  188. this.resetPosition( data );
  189. material.bumpMap = this.readMap( data );
  190. } else if ( next === MAT_OPACMAP ) {
  191. this.debugMessage( ' OpacityMap' );
  192. this.resetPosition( data );
  193. material.alphaMap = this.readMap( data );
  194. } else if ( next === MAT_SPECMAP ) {
  195. this.debugMessage( ' SpecularMap' );
  196. this.resetPosition( data );
  197. material.specularMap = this.readMap( data );
  198. } else {
  199. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  200. }
  201. next = this.nextChunk( data, chunk );
  202. }
  203. this.endChunk( chunk );
  204. this.materials[ material.name ] = material;
  205. },
  206. /**
  207. * Read mesh data chunk.
  208. *
  209. * @method readMesh
  210. * @param {Dataview} data Dataview in use.
  211. */
  212. readMesh: function ( data ) {
  213. var chunk = this.readChunk( data );
  214. var next = this.nextChunk( data, chunk );
  215. var useBufferGeometry = false;
  216. var geometry = null;
  217. var uvs = [];
  218. if ( useBufferGeometry ) {
  219. geometry = new THREE.BufferGeometry();
  220. } else {
  221. geometry = new THREE.Geometry();
  222. }
  223. var material = new THREE.MeshPhongMaterial();
  224. var mesh = new THREE.Mesh( geometry, material );
  225. mesh.name = 'mesh';
  226. while ( next !== 0 ) {
  227. if ( next === POINT_ARRAY ) {
  228. var points = this.readWord( data );
  229. this.debugMessage( ' Vertex: ' + points );
  230. //BufferGeometry
  231. if ( useBufferGeometry ) {
  232. var vertices = [];
  233. for ( var i = 0; i < points; i ++ ) {
  234. vertices.push( this.readFloat( data ) );
  235. vertices.push( this.readFloat( data ) );
  236. vertices.push( this.readFloat( data ) );
  237. }
  238. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  239. } else { //Geometry
  240. for ( var i = 0; i < points; i ++ ) {
  241. geometry.vertices.push( new THREE.Vector3( this.readFloat( data ), this.readFloat( data ), this.readFloat( data ) ) );
  242. }
  243. }
  244. } else if ( next === FACE_ARRAY ) {
  245. this.resetPosition( data );
  246. this.readFaceArray( data, mesh );
  247. } else if ( next === TEX_VERTS ) {
  248. var texels = this.readWord( data );
  249. this.debugMessage( ' UV: ' + texels );
  250. //BufferGeometry
  251. if ( useBufferGeometry ) {
  252. var uvs = [];
  253. for ( var i = 0; i < texels; i ++ ) {
  254. uvs.push( this.readFloat( data ) );
  255. uvs.push( this.readFloat( data ) );
  256. }
  257. geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( uvs ), 2 ) );
  258. } else { //Geometry
  259. uvs = [];
  260. for ( var i = 0; i < texels; i ++ ) {
  261. uvs.push( new THREE.Vector2( this.readFloat( data ), this.readFloat( data ) ) );
  262. }
  263. }
  264. } else if ( next === MESH_MATRIX ) {
  265. this.debugMessage( ' Tranformation Matrix (TODO)' );
  266. var values = [];
  267. for ( var i = 0; i < 12; i ++ ) {
  268. values[ i ] = this.readFloat( data );
  269. }
  270. var matrix = new THREE.Matrix4();
  271. //X Line
  272. matrix.elements[ 0 ] = values[ 0 ];
  273. matrix.elements[ 1 ] = values[ 6 ];
  274. matrix.elements[ 2 ] = values[ 3 ];
  275. matrix.elements[ 3 ] = values[ 9 ];
  276. //Y Line
  277. matrix.elements[ 4 ] = values[ 2 ];
  278. matrix.elements[ 5 ] = values[ 8 ];
  279. matrix.elements[ 6 ] = values[ 5 ];
  280. matrix.elements[ 7 ] = values[ 11 ];
  281. //Z Line
  282. matrix.elements[ 8 ] = values[ 1 ];
  283. matrix.elements[ 9 ] = values[ 7 ];
  284. matrix.elements[ 10 ] = values[ 4 ];
  285. matrix.elements[ 11 ] = values[ 10 ];
  286. //W Line
  287. matrix.elements[ 12 ] = 0;
  288. matrix.elements[ 13 ] = 0;
  289. matrix.elements[ 14 ] = 0;
  290. matrix.elements[ 15 ] = 1;
  291. matrix.transpose();
  292. var inverse = new THREE.Matrix4();
  293. inverse.getInverse( matrix, true );
  294. geometry.applyMatrix( inverse );
  295. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  296. } else {
  297. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  298. }
  299. next = this.nextChunk( data, chunk );
  300. }
  301. this.endChunk( chunk );
  302. if ( ! useBufferGeometry ) {
  303. //geometry.faceVertexUvs[0][faceIndex][vertexIndex]
  304. if ( uvs.length > 0 ) {
  305. var faceUV = [];
  306. for ( var i = 0; i < geometry.faces.length; i ++ ) {
  307. faceUV.push( [ uvs[ geometry.faces[ i ].a ], uvs[ geometry.faces[ i ].b ], uvs[ geometry.faces[ i ].c ] ] );
  308. }
  309. geometry.faceVertexUvs[ 0 ] = faceUV;
  310. }
  311. geometry.computeVertexNormals();
  312. }
  313. return mesh;
  314. },
  315. /**
  316. * Read face array data chunk.
  317. *
  318. * @method readFaceArray
  319. * @param {Dataview} data Dataview in use.
  320. * @param {Mesh} mesh Mesh to be filled with the data read.
  321. */
  322. readFaceArray: function ( data, mesh ) {
  323. var chunk = this.readChunk( data );
  324. var faces = this.readWord( data );
  325. this.debugMessage( ' Faces: ' + faces );
  326. for ( var i = 0; i < faces; ++ i ) {
  327. mesh.geometry.faces.push( new THREE.Face3( this.readWord( data ), this.readWord( data ), this.readWord( data ) ) );
  328. var visibility = this.readWord( data );
  329. }
  330. //The rest of the FACE_ARRAY chunk is subchunks
  331. while ( this.position < chunk.end ) {
  332. var chunk = this.readChunk( data );
  333. if ( chunk.id === MSH_MAT_GROUP ) {
  334. this.debugMessage( ' Material Group' );
  335. this.resetPosition( data );
  336. var group = this.readMaterialGroup( data );
  337. var material = this.materials[ group.name ];
  338. if ( material !== undefined ) {
  339. mesh.material = material;
  340. if ( material.name === '' ) {
  341. material.name = mesh.name;
  342. }
  343. }
  344. } else {
  345. this.debugMessage( ' Unknown face array chunk: ' + chunk.toString( 16 ) );
  346. }
  347. this.endChunk( chunk );
  348. }
  349. this.endChunk( chunk );
  350. },
  351. /**
  352. * Read texture map data chunk.
  353. *
  354. * @method readMap
  355. * @param {Dataview} data Dataview in use.
  356. * @return {Texture} Texture read from this data chunk.
  357. */
  358. readMap: function ( data ) {
  359. var chunk = this.readChunk( data );
  360. var next = this.nextChunk( data, chunk );
  361. var texture = {};
  362. var loader = new THREE.TextureLoader( this.manager );
  363. loader.setPath( this.path );
  364. while ( next !== 0 ) {
  365. if ( next === MAT_MAPNAME ) {
  366. var name = this.readString( data, 128 );
  367. texture = loader.load( name );
  368. this.debugMessage( ' File: ' + this.path + name );
  369. } else if ( next === MAT_MAP_UOFFSET ) {
  370. texture.offset.x = this.readFloat( data );
  371. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  372. } else if ( next === MAT_MAP_VOFFSET ) {
  373. texture.offset.y = this.readFloat( data );
  374. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  375. } else if ( next === MAT_MAP_USCALE ) {
  376. texture.repeat.x = this.readFloat( data );
  377. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  378. } else if ( next === MAT_MAP_VSCALE ) {
  379. texture.repeat.y = this.readFloat( data );
  380. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  381. } else {
  382. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  383. }
  384. next = this.nextChunk( data, chunk );
  385. }
  386. this.endChunk( chunk );
  387. return texture;
  388. },
  389. /**
  390. * Read material group data chunk.
  391. *
  392. * @method readMaterialGroup
  393. * @param {Dataview} data Dataview in use.
  394. * @return {Object} Object with name and index of the object.
  395. */
  396. readMaterialGroup: function ( data ) {
  397. var chunk = this.readChunk( data );
  398. var name = this.readString( data, 64 );
  399. var numFaces = this.readWord( data );
  400. this.debugMessage( ' Name: ' + name );
  401. this.debugMessage( ' Faces: ' + numFaces );
  402. var index = [];
  403. for ( var i = 0; i < numFaces; ++ i ) {
  404. index.push( this.readWord( data ) );
  405. }
  406. return { name: name, index: index };
  407. },
  408. /**
  409. * Read a color value.
  410. *
  411. * @method readColor
  412. * @param {DataView} data Dataview.
  413. * @return {Color} Color value read..
  414. */
  415. readColor: function ( data ) {
  416. var chunk = this.readChunk( data );
  417. var color = new THREE.Color();
  418. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  419. var r = this.readByte( data );
  420. var g = this.readByte( data );
  421. var b = this.readByte( data );
  422. color.setRGB( r / 255, g / 255, b / 255 );
  423. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  424. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  425. var r = this.readFloat( data );
  426. var g = this.readFloat( data );
  427. var b = this.readFloat( data );
  428. color.setRGB( r, g, b );
  429. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  430. } else {
  431. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  432. }
  433. this.endChunk( chunk );
  434. return color;
  435. },
  436. /**
  437. * Read next chunk of data.
  438. *
  439. * @method readChunk
  440. * @param {DataView} data Dataview.
  441. * @return {Object} Chunk of data read.
  442. */
  443. readChunk: function ( data ) {
  444. var chunk = {};
  445. chunk.cur = this.position;
  446. chunk.id = this.readWord( data );
  447. chunk.size = this.readDWord( data );
  448. chunk.end = chunk.cur + chunk.size;
  449. chunk.cur += 6;
  450. return chunk;
  451. },
  452. /**
  453. * Set position to the end of the current chunk of data.
  454. *
  455. * @method endChunk
  456. * @param {Object} chunk Data chunk.
  457. */
  458. endChunk: function ( chunk ) {
  459. this.position = chunk.end;
  460. },
  461. /**
  462. * Move to the next data chunk.
  463. *
  464. * @method nextChunk
  465. * @param {DataView} data Dataview.
  466. * @param {Object} chunk Data chunk.
  467. */
  468. nextChunk: function ( data, chunk ) {
  469. if ( chunk.cur >= chunk.end ) {
  470. return 0;
  471. }
  472. this.position = chunk.cur;
  473. try {
  474. var next = this.readChunk( data );
  475. chunk.cur += next.size;
  476. return next.id;
  477. } catch ( e ) {
  478. this.debugMessage( 'Unable to read chunk at ' + this.position );
  479. return 0;
  480. }
  481. },
  482. /**
  483. * Reset dataview position.
  484. *
  485. * @method resetPosition
  486. * @param {DataView} data Dataview.
  487. */
  488. resetPosition: function () {
  489. this.position -= 6;
  490. },
  491. /**
  492. * Read byte value.
  493. *
  494. * @method readByte
  495. * @param {DataView} data Dataview to read data from.
  496. * @return {Number} Data read from the dataview.
  497. */
  498. readByte: function ( data ) {
  499. var v = data.getUint8( this.position, true );
  500. this.position += 1;
  501. return v;
  502. },
  503. /**
  504. * Read 32 bit float value.
  505. *
  506. * @method readFloat
  507. * @param {DataView} data Dataview to read data from.
  508. * @return {Number} Data read from the dataview.
  509. */
  510. readFloat: function ( data ) {
  511. try {
  512. var v = data.getFloat32( this.position, true );
  513. this.position += 4;
  514. return v;
  515. } catch ( e ) {
  516. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  517. }
  518. },
  519. /**
  520. * Read 32 bit signed integer value.
  521. *
  522. * @method readInt
  523. * @param {DataView} data Dataview to read data from.
  524. * @return {Number} Data read from the dataview.
  525. */
  526. readInt: function ( data ) {
  527. var v = data.getInt32( this.position, true );
  528. this.position += 4;
  529. return v;
  530. },
  531. /**
  532. * Read 16 bit signed integer value.
  533. *
  534. * @method readShort
  535. * @param {DataView} data Dataview to read data from.
  536. * @return {Number} Data read from the dataview.
  537. */
  538. readShort: function ( data ) {
  539. var v = data.getInt16( this.position, true );
  540. this.position += 2;
  541. return v;
  542. },
  543. /**
  544. * Read 64 bit unsigned integer value.
  545. *
  546. * @method readDWord
  547. * @param {DataView} data Dataview to read data from.
  548. * @return {Number} Data read from the dataview.
  549. */
  550. readDWord: function ( data ) {
  551. var v = data.getUint32( this.position, true );
  552. this.position += 4;
  553. return v;
  554. },
  555. /**
  556. * Read 32 bit unsigned integer value.
  557. *
  558. * @method readWord
  559. * @param {DataView} data Dataview to read data from.
  560. * @return {Number} Data read from the dataview.
  561. */
  562. readWord: function ( data ) {
  563. var v = data.getUint16( this.position, true );
  564. this.position += 2;
  565. return v;
  566. },
  567. /**
  568. * Read string value.
  569. *
  570. * @method readString
  571. * @param {DataView} data Dataview to read data from.
  572. * @param {Number} maxLength Max size of the string to be read.
  573. * @return {String} Data read from the dataview.
  574. */
  575. readString: function ( data, maxLength ) {
  576. var s = '';
  577. for ( var i = 0; i < maxLength; i ++ ) {
  578. var c = this.readByte( data );
  579. if ( ! c ) {
  580. break;
  581. }
  582. s += String.fromCharCode( c );
  583. }
  584. return s;
  585. },
  586. /**
  587. * Set resource path used to determine the file path to attached resources.
  588. *
  589. * @method setPath
  590. * @param {String} path Path to resources.
  591. * @return Self for chaining.
  592. */
  593. setPath: function ( path ) {
  594. if ( path !== undefined ) {
  595. this.path = path;
  596. }
  597. return this;
  598. },
  599. /**
  600. * Print debug message to the console.
  601. *
  602. * Is controlled by a flag to show or hide debug messages.
  603. *
  604. * @method debugMessage
  605. * @param {Object} message Debug message to print to the console.
  606. */
  607. debugMessage: function ( message ) {
  608. if ( this.debug ) {
  609. console.log( message );
  610. }
  611. }
  612. };
  613. var NULL_CHUNK = 0x0000;
  614. var M3DMAGIC = 0x4D4D;
  615. var SMAGIC = 0x2D2D;
  616. var LMAGIC = 0x2D3D;
  617. var MLIBMAGIC = 0x3DAA;
  618. var MATMAGIC = 0x3DFF;
  619. var CMAGIC = 0xC23D;
  620. var M3D_VERSION = 0x0002;
  621. var M3D_KFVERSION = 0x0005;
  622. var COLOR_F = 0x0010;
  623. var COLOR_24 = 0x0011;
  624. var LIN_COLOR_24 = 0x0012;
  625. var LIN_COLOR_F = 0x0013;
  626. var INT_PERCENTAGE = 0x0030;
  627. var FLOAT_PERCENTAGE = 0x0031;
  628. var MDATA = 0x3D3D;
  629. var MESH_VERSION = 0x3D3E;
  630. var MASTER_SCALE = 0x0100;
  631. var LO_SHADOW_BIAS = 0x1400;
  632. var HI_SHADOW_BIAS = 0x1410;
  633. var SHADOW_MAP_SIZE = 0x1420;
  634. var SHADOW_SAMPLES = 0x1430;
  635. var SHADOW_RANGE = 0x1440;
  636. var SHADOW_FILTER = 0x1450;
  637. var RAY_BIAS = 0x1460;
  638. var O_CONSTS = 0x1500;
  639. var AMBIENT_LIGHT = 0x2100;
  640. var BIT_MAP = 0x1100;
  641. var SOLID_BGND = 0x1200;
  642. var V_GRADIENT = 0x1300;
  643. var USE_BIT_MAP = 0x1101;
  644. var USE_SOLID_BGND = 0x1201;
  645. var USE_V_GRADIENT = 0x1301;
  646. var FOG = 0x2200;
  647. var FOG_BGND = 0x2210;
  648. var LAYER_FOG = 0x2302;
  649. var DISTANCE_CUE = 0x2300;
  650. var DCUE_BGND = 0x2310;
  651. var USE_FOG = 0x2201;
  652. var USE_LAYER_FOG = 0x2303;
  653. var USE_DISTANCE_CUE = 0x2301;
  654. var MAT_ENTRY = 0xAFFF;
  655. var MAT_NAME = 0xA000;
  656. var MAT_AMBIENT = 0xA010;
  657. var MAT_DIFFUSE = 0xA020;
  658. var MAT_SPECULAR = 0xA030;
  659. var MAT_SHININESS = 0xA040;
  660. var MAT_SHIN2PCT = 0xA041;
  661. var MAT_TRANSPARENCY = 0xA050;
  662. var MAT_XPFALL = 0xA052;
  663. var MAT_USE_XPFALL = 0xA240;
  664. var MAT_REFBLUR = 0xA053;
  665. var MAT_SHADING = 0xA100;
  666. var MAT_USE_REFBLUR = 0xA250;
  667. var MAT_SELF_ILLUM = 0xA084;
  668. var MAT_TWO_SIDE = 0xA081;
  669. var MAT_DECAL = 0xA082;
  670. var MAT_ADDITIVE = 0xA083;
  671. var MAT_WIRE = 0xA085;
  672. var MAT_FACEMAP = 0xA088;
  673. var MAT_TRANSFALLOFF_IN = 0xA08A;
  674. var MAT_PHONGSOFT = 0xA08C;
  675. var MAT_WIREABS = 0xA08E;
  676. var MAT_WIRE_SIZE = 0xA087;
  677. var MAT_TEXMAP = 0xA200;
  678. var MAT_SXP_TEXT_DATA = 0xA320;
  679. var MAT_TEXMASK = 0xA33E;
  680. var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  681. var MAT_TEX2MAP = 0xA33A;
  682. var MAT_SXP_TEXT2_DATA = 0xA321;
  683. var MAT_TEX2MASK = 0xA340;
  684. var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  685. var MAT_OPACMAP = 0xA210;
  686. var MAT_SXP_OPAC_DATA = 0xA322;
  687. var MAT_OPACMASK = 0xA342;
  688. var MAT_SXP_OPACMASK_DATA = 0xA32E;
  689. var MAT_BUMPMAP = 0xA230;
  690. var MAT_SXP_BUMP_DATA = 0xA324;
  691. var MAT_BUMPMASK = 0xA344;
  692. var MAT_SXP_BUMPMASK_DATA = 0xA330;
  693. var MAT_SPECMAP = 0xA204;
  694. var MAT_SXP_SPEC_DATA = 0xA325;
  695. var MAT_SPECMASK = 0xA348;
  696. var MAT_SXP_SPECMASK_DATA = 0xA332;
  697. var MAT_SHINMAP = 0xA33C;
  698. var MAT_SXP_SHIN_DATA = 0xA326;
  699. var MAT_SHINMASK = 0xA346;
  700. var MAT_SXP_SHINMASK_DATA = 0xA334;
  701. var MAT_SELFIMAP = 0xA33D;
  702. var MAT_SXP_SELFI_DATA = 0xA328;
  703. var MAT_SELFIMASK = 0xA34A;
  704. var MAT_SXP_SELFIMASK_DATA = 0xA336;
  705. var MAT_REFLMAP = 0xA220;
  706. var MAT_REFLMASK = 0xA34C;
  707. var MAT_SXP_REFLMASK_DATA = 0xA338;
  708. var MAT_ACUBIC = 0xA310;
  709. var MAT_MAPNAME = 0xA300;
  710. var MAT_MAP_TILING = 0xA351;
  711. var MAT_MAP_TEXBLUR = 0xA353;
  712. var MAT_MAP_USCALE = 0xA354;
  713. var MAT_MAP_VSCALE = 0xA356;
  714. var MAT_MAP_UOFFSET = 0xA358;
  715. var MAT_MAP_VOFFSET = 0xA35A;
  716. var MAT_MAP_ANG = 0xA35C;
  717. var MAT_MAP_COL1 = 0xA360;
  718. var MAT_MAP_COL2 = 0xA362;
  719. var MAT_MAP_RCOL = 0xA364;
  720. var MAT_MAP_GCOL = 0xA366;
  721. var MAT_MAP_BCOL = 0xA368;
  722. var NAMED_OBJECT = 0x4000;
  723. var N_DIRECT_LIGHT = 0x4600;
  724. var DL_OFF = 0x4620;
  725. var DL_OUTER_RANGE = 0x465A;
  726. var DL_INNER_RANGE = 0x4659;
  727. var DL_MULTIPLIER = 0x465B;
  728. var DL_EXCLUDE = 0x4654;
  729. var DL_ATTENUATE = 0x4625;
  730. var DL_SPOTLIGHT = 0x4610;
  731. var DL_SPOT_ROLL = 0x4656;
  732. var DL_SHADOWED = 0x4630;
  733. var DL_LOCAL_SHADOW2 = 0x4641;
  734. var DL_SEE_CONE = 0x4650;
  735. var DL_SPOT_RECTANGULAR = 0x4651;
  736. var DL_SPOT_ASPECT = 0x4657;
  737. var DL_SPOT_PROJECTOR = 0x4653;
  738. var DL_SPOT_OVERSHOOT = 0x4652;
  739. var DL_RAY_BIAS = 0x4658;
  740. var DL_RAYSHAD = 0x4627;
  741. var N_CAMERA = 0x4700;
  742. var CAM_SEE_CONE = 0x4710;
  743. var CAM_RANGES = 0x4720;
  744. var OBJ_HIDDEN = 0x4010;
  745. var OBJ_VIS_LOFTER = 0x4011;
  746. var OBJ_DOESNT_CAST = 0x4012;
  747. var OBJ_DONT_RECVSHADOW = 0x4017;
  748. var OBJ_MATTE = 0x4013;
  749. var OBJ_FAST = 0x4014;
  750. var OBJ_PROCEDURAL = 0x4015;
  751. var OBJ_FROZEN = 0x4016;
  752. var N_TRI_OBJECT = 0x4100;
  753. var POINT_ARRAY = 0x4110;
  754. var POINT_FLAG_ARRAY = 0x4111;
  755. var FACE_ARRAY = 0x4120;
  756. var MSH_MAT_GROUP = 0x4130;
  757. var SMOOTH_GROUP = 0x4150;
  758. var MSH_BOXMAP = 0x4190;
  759. var TEX_VERTS = 0x4140;
  760. var MESH_MATRIX = 0x4160;
  761. var MESH_COLOR = 0x4165;
  762. var MESH_TEXTURE_INFO = 0x4170;
  763. var KFDATA = 0xB000;
  764. var KFHDR = 0xB00A;
  765. var KFSEG = 0xB008;
  766. var KFCURTIME = 0xB009;
  767. var AMBIENT_NODE_TAG = 0xB001;
  768. var OBJECT_NODE_TAG = 0xB002;
  769. var CAMERA_NODE_TAG = 0xB003;
  770. var TARGET_NODE_TAG = 0xB004;
  771. var LIGHT_NODE_TAG = 0xB005;
  772. var L_TARGET_NODE_TAG = 0xB006;
  773. var SPOTLIGHT_NODE_TAG = 0xB007;
  774. var NODE_ID = 0xB030;
  775. var NODE_HDR = 0xB010;
  776. var PIVOT = 0xB013;
  777. var INSTANCE_NAME = 0xB011;
  778. var MORPH_SMOOTH = 0xB015;
  779. var BOUNDBOX = 0xB014;
  780. var POS_TRACK_TAG = 0xB020;
  781. var COL_TRACK_TAG = 0xB025;
  782. var ROT_TRACK_TAG = 0xB021;
  783. var SCL_TRACK_TAG = 0xB022;
  784. var MORPH_TRACK_TAG = 0xB026;
  785. var FOV_TRACK_TAG = 0xB023;
  786. var ROLL_TRACK_TAG = 0xB024;
  787. var HOT_TRACK_TAG = 0xB027;
  788. var FALL_TRACK_TAG = 0xB028;
  789. var HIDE_TRACK_TAG = 0xB029;
  790. var POLY_2D = 0x5000;
  791. var SHAPE_OK = 0x5010;
  792. var SHAPE_NOT_OK = 0x5011;
  793. var SHAPE_HOOK = 0x5020;
  794. var PATH_3D = 0x6000;
  795. var PATH_MATRIX = 0x6005;
  796. var SHAPE_2D = 0x6010;
  797. var M_SCALE = 0x6020;
  798. var M_TWIST = 0x6030;
  799. var M_TEETER = 0x6040;
  800. var M_FIT = 0x6050;
  801. var M_BEVEL = 0x6060;
  802. var XZ_CURVE = 0x6070;
  803. var YZ_CURVE = 0x6080;
  804. var INTERPCT = 0x6090;
  805. var DEFORM_LIMIT = 0x60A0;
  806. var USE_CONTOUR = 0x6100;
  807. var USE_TWEEN = 0x6110;
  808. var USE_SCALE = 0x6120;
  809. var USE_TWIST = 0x6130;
  810. var USE_TEETER = 0x6140;
  811. var USE_FIT = 0x6150;
  812. var USE_BEVEL = 0x6160;
  813. var DEFAULT_VIEW = 0x3000;
  814. var VIEW_TOP = 0x3010;
  815. var VIEW_BOTTOM = 0x3020;
  816. var VIEW_LEFT = 0x3030;
  817. var VIEW_RIGHT = 0x3040;
  818. var VIEW_FRONT = 0x3050;
  819. var VIEW_BACK = 0x3060;
  820. var VIEW_USER = 0x3070;
  821. var VIEW_CAMERA = 0x3080;
  822. var VIEW_WINDOW = 0x3090;
  823. var VIEWPORT_LAYOUT_OLD = 0x7000;
  824. var VIEWPORT_DATA_OLD = 0x7010;
  825. var VIEWPORT_LAYOUT = 0x7001;
  826. var VIEWPORT_DATA = 0x7011;
  827. var VIEWPORT_DATA_3 = 0x7012;
  828. var VIEWPORT_SIZE = 0x7020;
  829. var NETWORK_VIEW = 0x7030;