TDSLoader.js 24 KB

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  1. ( function () {
  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. * @class TDSLoader
  8. * @constructor
  9. */
  10. var TDSLoader = function ( manager ) {
  11. THREE.Loader.call( this, manager );
  12. this.debug = false;
  13. this.group = null;
  14. this.position = 0;
  15. this.materials = [];
  16. this.meshes = [];
  17. };
  18. TDSLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  19. constructor: TDSLoader,
  20. /**
  21. * Load 3ds file from url.
  22. *
  23. * @method load
  24. * @param {[type]} url URL for the file.
  25. * @param {Function} onLoad onLoad callback, receives group Object3D as argument.
  26. * @param {Function} onProgress onProgress callback.
  27. * @param {Function} onError onError callback.
  28. */
  29. load: function ( url, onLoad, onProgress, onError ) {
  30. var scope = this;
  31. var path = this.path === '' ? THREE.LoaderUtils.extractUrlBase( url ) : this.path;
  32. var loader = new THREE.FileLoader( this.manager );
  33. loader.setPath( this.path );
  34. loader.setResponseType( 'arraybuffer' );
  35. loader.setRequestHeader( this.requestHeader );
  36. loader.setWithCredentials( this.withCredentials );
  37. loader.load( url, function ( data ) {
  38. try {
  39. onLoad( scope.parse( data, path ) );
  40. } catch ( e ) {
  41. if ( onError ) {
  42. onError( e );
  43. } else {
  44. console.error( e );
  45. }
  46. scope.manager.itemError( url );
  47. }
  48. }, onProgress, onError );
  49. },
  50. /**
  51. * Parse arraybuffer data and load 3ds file.
  52. *
  53. * @method parse
  54. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  55. * @param {String} path Path for external resources.
  56. * @return {Group} THREE.Group loaded from 3ds file.
  57. */
  58. parse: function ( arraybuffer, path ) {
  59. this.group = new THREE.Group();
  60. this.position = 0;
  61. this.materials = [];
  62. this.meshes = [];
  63. this.readFile( arraybuffer, path );
  64. for ( var i = 0; i < this.meshes.length; i ++ ) {
  65. this.group.add( this.meshes[ i ] );
  66. }
  67. return this.group;
  68. },
  69. /**
  70. * Decode file content to read 3ds data.
  71. *
  72. * @method readFile
  73. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  74. * @param {String} path Path for external resources.
  75. */
  76. readFile: function ( arraybuffer, path ) {
  77. var data = new DataView( arraybuffer );
  78. var chunk = this.readChunk( data );
  79. if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  80. var next = this.nextChunk( data, chunk );
  81. while ( next !== 0 ) {
  82. if ( next === M3D_VERSION ) {
  83. var version = this.readDWord( data );
  84. this.debugMessage( '3DS file version: ' + version );
  85. } else if ( next === MDATA ) {
  86. this.resetPosition( data );
  87. this.readMeshData( data, path );
  88. } else {
  89. this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  90. }
  91. next = this.nextChunk( data, chunk );
  92. }
  93. }
  94. this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  95. },
  96. /**
  97. * Read mesh data chunk.
  98. *
  99. * @method readMeshData
  100. * @param {Dataview} data Dataview in use.
  101. * @param {String} path Path for external resources.
  102. */
  103. readMeshData: function ( data, path ) {
  104. var chunk = this.readChunk( data );
  105. var next = this.nextChunk( data, chunk );
  106. while ( next !== 0 ) {
  107. if ( next === MESH_VERSION ) {
  108. var version = + this.readDWord( data );
  109. this.debugMessage( 'Mesh Version: ' + version );
  110. } else if ( next === MASTER_SCALE ) {
  111. var scale = this.readFloat( data );
  112. this.debugMessage( 'Master scale: ' + scale );
  113. this.group.scale.set( scale, scale, scale );
  114. } else if ( next === NAMED_OBJECT ) {
  115. this.debugMessage( 'Named Object' );
  116. this.resetPosition( data );
  117. this.readNamedObject( data );
  118. } else if ( next === MAT_ENTRY ) {
  119. this.debugMessage( 'Material' );
  120. this.resetPosition( data );
  121. this.readMaterialEntry( data, path );
  122. } else {
  123. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  124. }
  125. next = this.nextChunk( data, chunk );
  126. }
  127. },
  128. /**
  129. * Read named object chunk.
  130. *
  131. * @method readNamedObject
  132. * @param {Dataview} data Dataview in use.
  133. */
  134. readNamedObject: function ( data ) {
  135. var chunk = this.readChunk( data );
  136. var name = this.readString( data, 64 );
  137. chunk.cur = this.position;
  138. var next = this.nextChunk( data, chunk );
  139. while ( next !== 0 ) {
  140. if ( next === N_TRI_OBJECT ) {
  141. this.resetPosition( data );
  142. var mesh = this.readMesh( data );
  143. mesh.name = name;
  144. this.meshes.push( mesh );
  145. } else {
  146. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  147. }
  148. next = this.nextChunk( data, chunk );
  149. }
  150. this.endChunk( chunk );
  151. },
  152. /**
  153. * Read material data chunk and add it to the material list.
  154. *
  155. * @method readMaterialEntry
  156. * @param {Dataview} data Dataview in use.
  157. * @param {String} path Path for external resources.
  158. */
  159. readMaterialEntry: function ( data, path ) {
  160. var chunk = this.readChunk( data );
  161. var next = this.nextChunk( data, chunk );
  162. var material = new THREE.MeshPhongMaterial();
  163. while ( next !== 0 ) {
  164. if ( next === MAT_NAME ) {
  165. material.name = this.readString( data, 64 );
  166. this.debugMessage( ' Name: ' + material.name );
  167. } else if ( next === MAT_WIRE ) {
  168. this.debugMessage( ' Wireframe' );
  169. material.wireframe = true;
  170. } else if ( next === MAT_WIRE_SIZE ) {
  171. var value = this.readByte( data );
  172. material.wireframeLinewidth = value;
  173. this.debugMessage( ' Wireframe Thickness: ' + value );
  174. } else if ( next === MAT_TWO_SIDE ) {
  175. material.side = THREE.DoubleSide;
  176. this.debugMessage( ' DoubleSided' );
  177. } else if ( next === MAT_ADDITIVE ) {
  178. this.debugMessage( ' Additive Blending' );
  179. material.blending = THREE.AdditiveBlending;
  180. } else if ( next === MAT_DIFFUSE ) {
  181. this.debugMessage( ' Diffuse THREE.Color' );
  182. material.color = this.readColor( data );
  183. } else if ( next === MAT_SPECULAR ) {
  184. this.debugMessage( ' Specular THREE.Color' );
  185. material.specular = this.readColor( data );
  186. } else if ( next === MAT_AMBIENT ) {
  187. this.debugMessage( ' Ambient color' );
  188. material.color = this.readColor( data );
  189. } else if ( next === MAT_SHININESS ) {
  190. var shininess = this.readPercentage( data );
  191. material.shininess = shininess * 100;
  192. this.debugMessage( ' Shininess : ' + shininess );
  193. } else if ( next === MAT_TRANSPARENCY ) {
  194. var transparency = this.readPercentage( data );
  195. material.opacity = 1 - transparency;
  196. this.debugMessage( ' Transparency : ' + transparency );
  197. material.transparent = material.opacity < 1 ? true : false;
  198. } else if ( next === MAT_TEXMAP ) {
  199. this.debugMessage( ' ColorMap' );
  200. this.resetPosition( data );
  201. material.map = this.readMap( data, path );
  202. } else if ( next === MAT_BUMPMAP ) {
  203. this.debugMessage( ' BumpMap' );
  204. this.resetPosition( data );
  205. material.bumpMap = this.readMap( data, path );
  206. } else if ( next === MAT_OPACMAP ) {
  207. this.debugMessage( ' OpacityMap' );
  208. this.resetPosition( data );
  209. material.alphaMap = this.readMap( data, path );
  210. } else if ( next === MAT_SPECMAP ) {
  211. this.debugMessage( ' SpecularMap' );
  212. this.resetPosition( data );
  213. material.specularMap = this.readMap( data, path );
  214. } else {
  215. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  216. }
  217. next = this.nextChunk( data, chunk );
  218. }
  219. this.endChunk( chunk );
  220. this.materials[ material.name ] = material;
  221. },
  222. /**
  223. * Read mesh data chunk.
  224. *
  225. * @method readMesh
  226. * @param {Dataview} data Dataview in use.
  227. * @return {Mesh} The parsed mesh.
  228. */
  229. readMesh: function ( data ) {
  230. var chunk = this.readChunk( data );
  231. var next = this.nextChunk( data, chunk );
  232. var geometry = new THREE.BufferGeometry();
  233. var uvs = [];
  234. var material = new THREE.MeshPhongMaterial();
  235. var mesh = new THREE.Mesh( geometry, material );
  236. mesh.name = 'mesh';
  237. while ( next !== 0 ) {
  238. if ( next === POINT_ARRAY ) {
  239. var points = this.readWord( data );
  240. this.debugMessage( ' Vertex: ' + points ); //BufferGeometry
  241. var vertices = [];
  242. for ( var i = 0; i < points; i ++ ) {
  243. vertices.push( this.readFloat( data ) );
  244. vertices.push( this.readFloat( data ) );
  245. vertices.push( this.readFloat( data ) );
  246. }
  247. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  248. } else if ( next === FACE_ARRAY ) {
  249. this.resetPosition( data );
  250. this.readFaceArray( data, mesh );
  251. } else if ( next === TEX_VERTS ) {
  252. var texels = this.readWord( data );
  253. this.debugMessage( ' UV: ' + texels ); //BufferGeometry
  254. var uvs = [];
  255. for ( var i = 0; i < texels; i ++ ) {
  256. uvs.push( this.readFloat( data ) );
  257. uvs.push( this.readFloat( data ) );
  258. }
  259. geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  260. } else if ( next === MESH_MATRIX ) {
  261. this.debugMessage( ' Tranformation Matrix (TODO)' );
  262. var values = [];
  263. for ( var i = 0; i < 12; i ++ ) {
  264. values[ i ] = this.readFloat( data );
  265. }
  266. var matrix = new THREE.Matrix4(); //X Line
  267. matrix.elements[ 0 ] = values[ 0 ];
  268. matrix.elements[ 1 ] = values[ 6 ];
  269. matrix.elements[ 2 ] = values[ 3 ];
  270. matrix.elements[ 3 ] = values[ 9 ]; //Y Line
  271. matrix.elements[ 4 ] = values[ 2 ];
  272. matrix.elements[ 5 ] = values[ 8 ];
  273. matrix.elements[ 6 ] = values[ 5 ];
  274. matrix.elements[ 7 ] = values[ 11 ]; //Z Line
  275. matrix.elements[ 8 ] = values[ 1 ];
  276. matrix.elements[ 9 ] = values[ 7 ];
  277. matrix.elements[ 10 ] = values[ 4 ];
  278. matrix.elements[ 11 ] = values[ 10 ]; //W Line
  279. matrix.elements[ 12 ] = 0;
  280. matrix.elements[ 13 ] = 0;
  281. matrix.elements[ 14 ] = 0;
  282. matrix.elements[ 15 ] = 1;
  283. matrix.transpose();
  284. var inverse = new THREE.Matrix4();
  285. inverse.copy( matrix ).invert();
  286. geometry.applyMatrix4( inverse );
  287. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  288. } else {
  289. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  290. }
  291. next = this.nextChunk( data, chunk );
  292. }
  293. this.endChunk( chunk );
  294. geometry.computeVertexNormals();
  295. return mesh;
  296. },
  297. /**
  298. * Read face array data chunk.
  299. *
  300. * @method readFaceArray
  301. * @param {Dataview} data Dataview in use.
  302. * @param {Mesh} mesh THREE.Mesh to be filled with the data read.
  303. */
  304. readFaceArray: function ( data, mesh ) {
  305. var chunk = this.readChunk( data );
  306. var faces = this.readWord( data );
  307. this.debugMessage( ' Faces: ' + faces );
  308. var index = [];
  309. for ( var i = 0; i < faces; ++ i ) {
  310. index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) );
  311. this.readWord( data ); // visibility
  312. }
  313. mesh.geometry.setIndex( index ); //The rest of the FACE_ARRAY chunk is subchunks
  314. var materialIndex = 0;
  315. var start = 0;
  316. while ( this.position < chunk.end ) {
  317. var subchunk = this.readChunk( data );
  318. if ( subchunk.id === MSH_MAT_GROUP ) {
  319. this.debugMessage( ' Material THREE.Group' );
  320. this.resetPosition( data );
  321. var group = this.readMaterialGroup( data );
  322. var count = group.index.length * 3; // assuming successive indices
  323. mesh.geometry.addGroup( start, count, materialIndex );
  324. start += count;
  325. materialIndex ++;
  326. var material = this.materials[ group.name ];
  327. if ( Array.isArray( mesh.material ) === false ) mesh.material = [];
  328. if ( material !== undefined ) {
  329. mesh.material.push( material );
  330. }
  331. } else {
  332. this.debugMessage( ' Unknown face array chunk: ' + subchunk.toString( 16 ) );
  333. }
  334. this.endChunk( subchunk );
  335. }
  336. if ( mesh.material.length === 1 ) mesh.material = mesh.material[ 0 ]; // for backwards compatibility
  337. this.endChunk( chunk );
  338. },
  339. /**
  340. * Read texture map data chunk.
  341. *
  342. * @method readMap
  343. * @param {Dataview} data Dataview in use.
  344. * @param {String} path Path for external resources.
  345. * @return {Texture} Texture read from this data chunk.
  346. */
  347. readMap: function ( data, path ) {
  348. var chunk = this.readChunk( data );
  349. var next = this.nextChunk( data, chunk );
  350. var texture = {};
  351. var loader = new THREE.TextureLoader( this.manager );
  352. loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  353. while ( next !== 0 ) {
  354. if ( next === MAT_MAPNAME ) {
  355. var name = this.readString( data, 128 );
  356. texture = loader.load( name );
  357. this.debugMessage( ' File: ' + path + name );
  358. } else if ( next === MAT_MAP_UOFFSET ) {
  359. texture.offset.x = this.readFloat( data );
  360. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  361. } else if ( next === MAT_MAP_VOFFSET ) {
  362. texture.offset.y = this.readFloat( data );
  363. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  364. } else if ( next === MAT_MAP_USCALE ) {
  365. texture.repeat.x = this.readFloat( data );
  366. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  367. } else if ( next === MAT_MAP_VSCALE ) {
  368. texture.repeat.y = this.readFloat( data );
  369. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  370. } else {
  371. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  372. }
  373. next = this.nextChunk( data, chunk );
  374. }
  375. this.endChunk( chunk );
  376. return texture;
  377. },
  378. /**
  379. * Read material group data chunk.
  380. *
  381. * @method readMaterialGroup
  382. * @param {Dataview} data Dataview in use.
  383. * @return {Object} Object with name and index of the object.
  384. */
  385. readMaterialGroup: function ( data ) {
  386. this.readChunk( data );
  387. var name = this.readString( data, 64 );
  388. var numFaces = this.readWord( data );
  389. this.debugMessage( ' Name: ' + name );
  390. this.debugMessage( ' Faces: ' + numFaces );
  391. var index = [];
  392. for ( var i = 0; i < numFaces; ++ i ) {
  393. index.push( this.readWord( data ) );
  394. }
  395. return {
  396. name: name,
  397. index: index
  398. };
  399. },
  400. /**
  401. * Read a color value.
  402. *
  403. * @method readColor
  404. * @param {DataView} data Dataview.
  405. * @return {Color} THREE.Color value read..
  406. */
  407. readColor: function ( data ) {
  408. var chunk = this.readChunk( data );
  409. var color = new THREE.Color();
  410. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  411. var r = this.readByte( data );
  412. var g = this.readByte( data );
  413. var b = this.readByte( data );
  414. color.setRGB( r / 255, g / 255, b / 255 );
  415. this.debugMessage( ' THREE.Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  416. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  417. var r = this.readFloat( data );
  418. var g = this.readFloat( data );
  419. var b = this.readFloat( data );
  420. color.setRGB( r, g, b );
  421. this.debugMessage( ' THREE.Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  422. } else {
  423. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  424. }
  425. this.endChunk( chunk );
  426. return color;
  427. },
  428. /**
  429. * Read next chunk of data.
  430. *
  431. * @method readChunk
  432. * @param {DataView} data Dataview.
  433. * @return {Object} Chunk of data read.
  434. */
  435. readChunk: function ( data ) {
  436. var chunk = {};
  437. chunk.cur = this.position;
  438. chunk.id = this.readWord( data );
  439. chunk.size = this.readDWord( data );
  440. chunk.end = chunk.cur + chunk.size;
  441. chunk.cur += 6;
  442. return chunk;
  443. },
  444. /**
  445. * Set position to the end of the current chunk of data.
  446. *
  447. * @method endChunk
  448. * @param {Object} chunk Data chunk.
  449. */
  450. endChunk: function ( chunk ) {
  451. this.position = chunk.end;
  452. },
  453. /**
  454. * Move to the next data chunk.
  455. *
  456. * @method nextChunk
  457. * @param {DataView} data Dataview.
  458. * @param {Object} chunk Data chunk.
  459. */
  460. nextChunk: function ( data, chunk ) {
  461. if ( chunk.cur >= chunk.end ) {
  462. return 0;
  463. }
  464. this.position = chunk.cur;
  465. try {
  466. var next = this.readChunk( data );
  467. chunk.cur += next.size;
  468. return next.id;
  469. } catch ( e ) {
  470. this.debugMessage( 'Unable to read chunk at ' + this.position );
  471. return 0;
  472. }
  473. },
  474. /**
  475. * Reset dataview position.
  476. *
  477. * @method resetPosition
  478. */
  479. resetPosition: function () {
  480. this.position -= 6;
  481. },
  482. /**
  483. * Read byte value.
  484. *
  485. * @method readByte
  486. * @param {DataView} data Dataview to read data from.
  487. * @return {Number} Data read from the dataview.
  488. */
  489. readByte: function ( data ) {
  490. var v = data.getUint8( this.position, true );
  491. this.position += 1;
  492. return v;
  493. },
  494. /**
  495. * Read 32 bit float value.
  496. *
  497. * @method readFloat
  498. * @param {DataView} data Dataview to read data from.
  499. * @return {Number} Data read from the dataview.
  500. */
  501. readFloat: function ( data ) {
  502. try {
  503. var v = data.getFloat32( this.position, true );
  504. this.position += 4;
  505. return v;
  506. } catch ( e ) {
  507. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  508. }
  509. },
  510. /**
  511. * Read 32 bit signed integer value.
  512. *
  513. * @method readInt
  514. * @param {DataView} data Dataview to read data from.
  515. * @return {Number} Data read from the dataview.
  516. */
  517. readInt: function ( data ) {
  518. var v = data.getInt32( this.position, true );
  519. this.position += 4;
  520. return v;
  521. },
  522. /**
  523. * Read 16 bit signed integer value.
  524. *
  525. * @method readShort
  526. * @param {DataView} data Dataview to read data from.
  527. * @return {Number} Data read from the dataview.
  528. */
  529. readShort: function ( data ) {
  530. var v = data.getInt16( this.position, true );
  531. this.position += 2;
  532. return v;
  533. },
  534. /**
  535. * Read 64 bit unsigned integer value.
  536. *
  537. * @method readDWord
  538. * @param {DataView} data Dataview to read data from.
  539. * @return {Number} Data read from the dataview.
  540. */
  541. readDWord: function ( data ) {
  542. var v = data.getUint32( this.position, true );
  543. this.position += 4;
  544. return v;
  545. },
  546. /**
  547. * Read 32 bit unsigned integer value.
  548. *
  549. * @method readWord
  550. * @param {DataView} data Dataview to read data from.
  551. * @return {Number} Data read from the dataview.
  552. */
  553. readWord: function ( data ) {
  554. var v = data.getUint16( this.position, true );
  555. this.position += 2;
  556. return v;
  557. },
  558. /**
  559. * Read string value.
  560. *
  561. * @method readString
  562. * @param {DataView} data Dataview to read data from.
  563. * @param {Number} maxLength Max size of the string to be read.
  564. * @return {String} Data read from the dataview.
  565. */
  566. readString: function ( data, maxLength ) {
  567. var s = '';
  568. for ( var i = 0; i < maxLength; i ++ ) {
  569. var c = this.readByte( data );
  570. if ( ! c ) {
  571. break;
  572. }
  573. s += String.fromCharCode( c );
  574. }
  575. return s;
  576. },
  577. /**
  578. * Read percentage value.
  579. *
  580. * @method readPercentage
  581. * @param {DataView} data Dataview to read data from.
  582. * @return {Number} Data read from the dataview.
  583. */
  584. readPercentage: function ( data ) {
  585. var chunk = this.readChunk( data );
  586. var value;
  587. switch ( chunk.id ) {
  588. case INT_PERCENTAGE:
  589. value = this.readShort( data ) / 100;
  590. break;
  591. case FLOAT_PERCENTAGE:
  592. value = this.readFloat( data );
  593. break;
  594. default:
  595. this.debugMessage( ' Unknown percentage chunk: ' + chunk.toString( 16 ) );
  596. }
  597. this.endChunk( chunk );
  598. return value;
  599. },
  600. /**
  601. * Print debug message to the console.
  602. *
  603. * Is controlled by a flag to show or hide debug messages.
  604. *
  605. * @method debugMessage
  606. * @param {Object} message Debug message to print to the console.
  607. */
  608. debugMessage: function ( message ) {
  609. if ( this.debug ) {
  610. console.log( message );
  611. }
  612. }
  613. } ); // var NULL_CHUNK = 0x0000;
  614. var M3DMAGIC = 0x4D4D; // var SMAGIC = 0x2D2D;
  615. // var LMAGIC = 0x2D3D;
  616. var MLIBMAGIC = 0x3DAA; // var MATMAGIC = 0x3DFF;
  617. var CMAGIC = 0xC23D;
  618. var M3D_VERSION = 0x0002; // var M3D_KFVERSION = 0x0005;
  619. var COLOR_F = 0x0010;
  620. var COLOR_24 = 0x0011;
  621. var LIN_COLOR_24 = 0x0012;
  622. var LIN_COLOR_F = 0x0013;
  623. var INT_PERCENTAGE = 0x0030;
  624. var FLOAT_PERCENTAGE = 0x0031;
  625. var MDATA = 0x3D3D;
  626. var MESH_VERSION = 0x3D3E;
  627. var MASTER_SCALE = 0x0100; // var LO_SHADOW_BIAS = 0x1400;
  628. // var HI_SHADOW_BIAS = 0x1410;
  629. // var SHADOW_MAP_SIZE = 0x1420;
  630. // var SHADOW_SAMPLES = 0x1430;
  631. // var SHADOW_RANGE = 0x1440;
  632. // var SHADOW_FILTER = 0x1450;
  633. // var RAY_BIAS = 0x1460;
  634. // var O_CONSTS = 0x1500;
  635. // var AMBIENT_LIGHT = 0x2100;
  636. // var BIT_MAP = 0x1100;
  637. // var SOLID_BGND = 0x1200;
  638. // var V_GRADIENT = 0x1300;
  639. // var USE_BIT_MAP = 0x1101;
  640. // var USE_SOLID_BGND = 0x1201;
  641. // var USE_V_GRADIENT = 0x1301;
  642. // var FOG = 0x2200;
  643. // var FOG_BGND = 0x2210;
  644. // var LAYER_FOG = 0x2302;
  645. // var DISTANCE_CUE = 0x2300;
  646. // var DCUE_BGND = 0x2310;
  647. // var USE_FOG = 0x2201;
  648. // var USE_LAYER_FOG = 0x2303;
  649. // var USE_DISTANCE_CUE = 0x2301;
  650. var MAT_ENTRY = 0xAFFF;
  651. var MAT_NAME = 0xA000;
  652. var MAT_AMBIENT = 0xA010;
  653. var MAT_DIFFUSE = 0xA020;
  654. var MAT_SPECULAR = 0xA030;
  655. var MAT_SHININESS = 0xA040; // var MAT_SHIN2PCT = 0xA041;
  656. var MAT_TRANSPARENCY = 0xA050; // var MAT_XPFALL = 0xA052;
  657. // var MAT_USE_XPFALL = 0xA240;
  658. // var MAT_REFBLUR = 0xA053;
  659. // var MAT_SHADING = 0xA100;
  660. // var MAT_USE_REFBLUR = 0xA250;
  661. // var MAT_SELF_ILLUM = 0xA084;
  662. var MAT_TWO_SIDE = 0xA081; // var MAT_DECAL = 0xA082;
  663. var MAT_ADDITIVE = 0xA083;
  664. var MAT_WIRE = 0xA085; // var MAT_FACEMAP = 0xA088;
  665. // var MAT_TRANSFALLOFF_IN = 0xA08A;
  666. // var MAT_PHONGSOFT = 0xA08C;
  667. // var MAT_WIREABS = 0xA08E;
  668. var MAT_WIRE_SIZE = 0xA087;
  669. var MAT_TEXMAP = 0xA200; // var MAT_SXP_TEXT_DATA = 0xA320;
  670. // var MAT_TEXMASK = 0xA33E;
  671. // var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  672. // var MAT_TEX2MAP = 0xA33A;
  673. // var MAT_SXP_TEXT2_DATA = 0xA321;
  674. // var MAT_TEX2MASK = 0xA340;
  675. // var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  676. var MAT_OPACMAP = 0xA210; // var MAT_SXP_OPAC_DATA = 0xA322;
  677. // var MAT_OPACMASK = 0xA342;
  678. // var MAT_SXP_OPACMASK_DATA = 0xA32E;
  679. var MAT_BUMPMAP = 0xA230; // var MAT_SXP_BUMP_DATA = 0xA324;
  680. // var MAT_BUMPMASK = 0xA344;
  681. // var MAT_SXP_BUMPMASK_DATA = 0xA330;
  682. var MAT_SPECMAP = 0xA204; // var MAT_SXP_SPEC_DATA = 0xA325;
  683. // var MAT_SPECMASK = 0xA348;
  684. // var MAT_SXP_SPECMASK_DATA = 0xA332;
  685. // var MAT_SHINMAP = 0xA33C;
  686. // var MAT_SXP_SHIN_DATA = 0xA326;
  687. // var MAT_SHINMASK = 0xA346;
  688. // var MAT_SXP_SHINMASK_DATA = 0xA334;
  689. // var MAT_SELFIMAP = 0xA33D;
  690. // var MAT_SXP_SELFI_DATA = 0xA328;
  691. // var MAT_SELFIMASK = 0xA34A;
  692. // var MAT_SXP_SELFIMASK_DATA = 0xA336;
  693. // var MAT_REFLMAP = 0xA220;
  694. // var MAT_REFLMASK = 0xA34C;
  695. // var MAT_SXP_REFLMASK_DATA = 0xA338;
  696. // var MAT_ACUBIC = 0xA310;
  697. var MAT_MAPNAME = 0xA300; // var MAT_MAP_TILING = 0xA351;
  698. // var MAT_MAP_TEXBLUR = 0xA353;
  699. var MAT_MAP_USCALE = 0xA354;
  700. var MAT_MAP_VSCALE = 0xA356;
  701. var MAT_MAP_UOFFSET = 0xA358;
  702. var MAT_MAP_VOFFSET = 0xA35A; // var MAT_MAP_ANG = 0xA35C;
  703. // var MAT_MAP_COL1 = 0xA360;
  704. // var MAT_MAP_COL2 = 0xA362;
  705. // var MAT_MAP_RCOL = 0xA364;
  706. // var MAT_MAP_GCOL = 0xA366;
  707. // var MAT_MAP_BCOL = 0xA368;
  708. var NAMED_OBJECT = 0x4000; // var N_DIRECT_LIGHT = 0x4600;
  709. // var DL_OFF = 0x4620;
  710. // var DL_OUTER_RANGE = 0x465A;
  711. // var DL_INNER_RANGE = 0x4659;
  712. // var DL_MULTIPLIER = 0x465B;
  713. // var DL_EXCLUDE = 0x4654;
  714. // var DL_ATTENUATE = 0x4625;
  715. // var DL_SPOTLIGHT = 0x4610;
  716. // var DL_SPOT_ROLL = 0x4656;
  717. // var DL_SHADOWED = 0x4630;
  718. // var DL_LOCAL_SHADOW2 = 0x4641;
  719. // var DL_SEE_CONE = 0x4650;
  720. // var DL_SPOT_RECTANGULAR = 0x4651;
  721. // var DL_SPOT_ASPECT = 0x4657;
  722. // var DL_SPOT_PROJECTOR = 0x4653;
  723. // var DL_SPOT_OVERSHOOT = 0x4652;
  724. // var DL_RAY_BIAS = 0x4658;
  725. // var DL_RAYSHAD = 0x4627;
  726. // var N_CAMERA = 0x4700;
  727. // var CAM_SEE_CONE = 0x4710;
  728. // var CAM_RANGES = 0x4720;
  729. // var OBJ_HIDDEN = 0x4010;
  730. // var OBJ_VIS_LOFTER = 0x4011;
  731. // var OBJ_DOESNT_CAST = 0x4012;
  732. // var OBJ_DONT_RECVSHADOW = 0x4017;
  733. // var OBJ_MATTE = 0x4013;
  734. // var OBJ_FAST = 0x4014;
  735. // var OBJ_PROCEDURAL = 0x4015;
  736. // var OBJ_FROZEN = 0x4016;
  737. var N_TRI_OBJECT = 0x4100;
  738. var POINT_ARRAY = 0x4110; // var POINT_FLAG_ARRAY = 0x4111;
  739. var FACE_ARRAY = 0x4120;
  740. var MSH_MAT_GROUP = 0x4130; // var SMOOTH_GROUP = 0x4150;
  741. // var MSH_BOXMAP = 0x4190;
  742. var TEX_VERTS = 0x4140;
  743. var MESH_MATRIX = 0x4160; // var MESH_COLOR = 0x4165;
  744. THREE.TDSLoader = TDSLoader;
  745. } )();