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