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