TDSLoader.js 24 KB

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