TDSLoader.js 24 KB

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  1. /**
  2. * Autodesk 3DS three.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. THREE.TDSLoader = function ( manager ) {
  12. THREE.Loader.call( this, manager );
  13. this.debug = false;
  14. this.group = null;
  15. this.position = 0;
  16. this.materials = [];
  17. this.meshes = [];
  18. };
  19. THREE.TDSLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  20. constructor: THREE.TDSLoader,
  21. /**
  22. * Load 3ds file from url.
  23. *
  24. * @method load
  25. * @param {[type]} url URL for the file.
  26. * @param {Function} onLoad onLoad callback, receives group Object3D as argument.
  27. * @param {Function} onProgress onProgress callback.
  28. * @param {Function} onError onError callback.
  29. */
  30. load: function ( url, onLoad, onProgress, onError ) {
  31. var scope = this;
  32. var path = ( scope.path === '' ) ? THREE.LoaderUtils.extractUrlBase( url ) : scope.path;
  33. var loader = new THREE.FileLoader( this.manager );
  34. loader.setPath( this.path );
  35. loader.setResponseType( 'arraybuffer' );
  36. loader.load( url, function ( data ) {
  37. onLoad( scope.parse( data, path ) );
  38. }, onProgress, onError );
  39. },
  40. /**
  41. * Parse arraybuffer data and load 3ds file.
  42. *
  43. * @method parse
  44. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  45. * @param {String} path Path for external resources.
  46. * @return {Group} Group loaded from 3ds file.
  47. */
  48. parse: function ( arraybuffer, path ) {
  49. this.group = new THREE.Group();
  50. this.position = 0;
  51. this.materials = [];
  52. this.meshes = [];
  53. this.readFile( arraybuffer, path );
  54. for ( var i = 0; i < this.meshes.length; i ++ ) {
  55. this.group.add( this.meshes[ i ] );
  56. }
  57. return this.group;
  58. },
  59. /**
  60. * Decode file content to read 3ds data.
  61. *
  62. * @method readFile
  63. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  64. * @param {String} path Path for external resources.
  65. */
  66. readFile: function ( arraybuffer, path ) {
  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, path );
  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. * @param {String} path Path for external resources.
  92. */
  93. readMeshData: function ( data, path ) {
  94. var chunk = this.readChunk( data );
  95. var next = this.nextChunk( data, chunk );
  96. while ( next !== 0 ) {
  97. if ( next === MESH_VERSION ) {
  98. var version = + this.readDWord( data );
  99. this.debugMessage( 'Mesh Version: ' + version );
  100. } else if ( next === MASTER_SCALE ) {
  101. var scale = this.readFloat( data );
  102. this.debugMessage( 'Master scale: ' + scale );
  103. this.group.scale.set( scale, scale, scale );
  104. } else if ( next === NAMED_OBJECT ) {
  105. this.debugMessage( 'Named Object' );
  106. this.resetPosition( data );
  107. this.readNamedObject( data );
  108. } else if ( next === MAT_ENTRY ) {
  109. this.debugMessage( 'Material' );
  110. this.resetPosition( data );
  111. this.readMaterialEntry( data, path );
  112. } else {
  113. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  114. }
  115. next = this.nextChunk( data, chunk );
  116. }
  117. },
  118. /**
  119. * Read named object chunk.
  120. *
  121. * @method readNamedObject
  122. * @param {Dataview} data Dataview in use.
  123. */
  124. readNamedObject: function ( data ) {
  125. var chunk = this.readChunk( data );
  126. var name = this.readString( data, 64 );
  127. chunk.cur = this.position;
  128. var next = this.nextChunk( data, chunk );
  129. while ( next !== 0 ) {
  130. if ( next === N_TRI_OBJECT ) {
  131. this.resetPosition( data );
  132. var mesh = this.readMesh( data );
  133. mesh.name = name;
  134. this.meshes.push( mesh );
  135. } else {
  136. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  137. }
  138. next = this.nextChunk( data, chunk );
  139. }
  140. this.endChunk( chunk );
  141. },
  142. /**
  143. * Read material data chunk and add it to the material list.
  144. *
  145. * @method readMaterialEntry
  146. * @param {Dataview} data Dataview in use.
  147. * @param {String} path Path for external resources.
  148. */
  149. readMaterialEntry: function ( data, path ) {
  150. var chunk = this.readChunk( data );
  151. var next = this.nextChunk( data, chunk );
  152. var material = new THREE.MeshPhongMaterial();
  153. while ( next !== 0 ) {
  154. if ( next === MAT_NAME ) {
  155. material.name = this.readString( data, 64 );
  156. this.debugMessage( ' Name: ' + material.name );
  157. } else if ( next === MAT_WIRE ) {
  158. this.debugMessage( ' Wireframe' );
  159. material.wireframe = true;
  160. } else if ( next === MAT_WIRE_SIZE ) {
  161. var value = this.readByte( data );
  162. material.wireframeLinewidth = value;
  163. this.debugMessage( ' Wireframe Thickness: ' + value );
  164. } else if ( next === MAT_TWO_SIDE ) {
  165. material.side = THREE.DoubleSide;
  166. this.debugMessage( ' DoubleSided' );
  167. } else if ( next === MAT_ADDITIVE ) {
  168. this.debugMessage( ' Additive Blending' );
  169. material.blending = THREE.AdditiveBlending;
  170. } else if ( next === MAT_DIFFUSE ) {
  171. this.debugMessage( ' Diffuse Color' );
  172. material.color = this.readColor( data );
  173. } else if ( next === MAT_SPECULAR ) {
  174. this.debugMessage( ' Specular Color' );
  175. material.specular = this.readColor( data );
  176. } else if ( next === MAT_AMBIENT ) {
  177. this.debugMessage( ' Ambient color' );
  178. material.color = this.readColor( data );
  179. } else if ( next === MAT_SHININESS ) {
  180. var shininess = this.readWord( data );
  181. material.shininess = shininess;
  182. this.debugMessage( ' Shininess : ' + shininess );
  183. } else if ( next === MAT_TEXMAP ) {
  184. this.debugMessage( ' ColorMap' );
  185. this.resetPosition( data );
  186. material.map = this.readMap( data, path );
  187. } else if ( next === MAT_BUMPMAP ) {
  188. this.debugMessage( ' BumpMap' );
  189. this.resetPosition( data );
  190. material.bumpMap = this.readMap( data, path );
  191. } else if ( next === MAT_OPACMAP ) {
  192. this.debugMessage( ' OpacityMap' );
  193. this.resetPosition( data );
  194. material.alphaMap = this.readMap( data, path );
  195. } else if ( next === MAT_SPECMAP ) {
  196. this.debugMessage( ' SpecularMap' );
  197. this.resetPosition( data );
  198. material.specularMap = this.readMap( data, path );
  199. } else {
  200. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  201. }
  202. next = this.nextChunk( data, chunk );
  203. }
  204. this.endChunk( chunk );
  205. this.materials[ material.name ] = material;
  206. },
  207. /**
  208. * Read mesh data chunk.
  209. *
  210. * @method readMesh
  211. * @param {Dataview} data Dataview in use.
  212. * @return {Mesh} The parsed mesh.
  213. */
  214. readMesh: function ( data ) {
  215. var chunk = this.readChunk( data );
  216. var next = this.nextChunk( data, chunk );
  217. var geometry = new THREE.BufferGeometry();
  218. var uvs = [];
  219. var material = new THREE.MeshPhongMaterial();
  220. var mesh = new THREE.Mesh( geometry, material );
  221. mesh.name = 'mesh';
  222. while ( next !== 0 ) {
  223. if ( next === POINT_ARRAY ) {
  224. var points = this.readWord( data );
  225. this.debugMessage( ' Vertex: ' + points );
  226. //BufferGeometry
  227. var vertices = [];
  228. for ( var i = 0; i < points; i ++ ) {
  229. vertices.push( this.readFloat( data ) );
  230. vertices.push( this.readFloat( data ) );
  231. vertices.push( this.readFloat( data ) );
  232. }
  233. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  234. } else if ( next === FACE_ARRAY ) {
  235. this.resetPosition( data );
  236. this.readFaceArray( data, mesh );
  237. } else if ( next === TEX_VERTS ) {
  238. var texels = this.readWord( data );
  239. this.debugMessage( ' UV: ' + texels );
  240. //BufferGeometry
  241. var uvs = [];
  242. for ( var i = 0; i < texels; i ++ ) {
  243. uvs.push( this.readFloat( data ) );
  244. uvs.push( this.readFloat( data ) );
  245. }
  246. geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  247. } else if ( next === MESH_MATRIX ) {
  248. this.debugMessage( ' Tranformation Matrix (TODO)' );
  249. var values = [];
  250. for ( var i = 0; i < 12; i ++ ) {
  251. values[ i ] = this.readFloat( data );
  252. }
  253. var matrix = new THREE.Matrix4();
  254. //X Line
  255. matrix.elements[ 0 ] = values[ 0 ];
  256. matrix.elements[ 1 ] = values[ 6 ];
  257. matrix.elements[ 2 ] = values[ 3 ];
  258. matrix.elements[ 3 ] = values[ 9 ];
  259. //Y Line
  260. matrix.elements[ 4 ] = values[ 2 ];
  261. matrix.elements[ 5 ] = values[ 8 ];
  262. matrix.elements[ 6 ] = values[ 5 ];
  263. matrix.elements[ 7 ] = values[ 11 ];
  264. //Z Line
  265. matrix.elements[ 8 ] = values[ 1 ];
  266. matrix.elements[ 9 ] = values[ 7 ];
  267. matrix.elements[ 10 ] = values[ 4 ];
  268. matrix.elements[ 11 ] = values[ 10 ];
  269. //W Line
  270. matrix.elements[ 12 ] = 0;
  271. matrix.elements[ 13 ] = 0;
  272. matrix.elements[ 14 ] = 0;
  273. matrix.elements[ 15 ] = 1;
  274. matrix.transpose();
  275. var inverse = new THREE.Matrix4();
  276. inverse.getInverse( matrix, true );
  277. geometry.applyMatrix( inverse );
  278. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  279. } else {
  280. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  281. }
  282. next = this.nextChunk( data, chunk );
  283. }
  284. this.endChunk( chunk );
  285. geometry.computeVertexNormals();
  286. return mesh;
  287. },
  288. /**
  289. * Read face array data chunk.
  290. *
  291. * @method readFaceArray
  292. * @param {Dataview} data Dataview in use.
  293. * @param {Mesh} mesh Mesh to be filled with the data read.
  294. */
  295. readFaceArray: function ( data, mesh ) {
  296. var chunk = this.readChunk( data );
  297. var faces = this.readWord( data );
  298. this.debugMessage( ' Faces: ' + faces );
  299. var index = [];
  300. for ( var i = 0; i < faces; ++ i ) {
  301. index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) );
  302. this.readWord( data ); // visibility
  303. }
  304. mesh.geometry.setIndex( index );
  305. //The rest of the FACE_ARRAY chunk is subchunks
  306. while ( this.position < chunk.end ) {
  307. var chunk = this.readChunk( data );
  308. if ( chunk.id === MSH_MAT_GROUP ) {
  309. this.debugMessage( ' Material Group' );
  310. this.resetPosition( data );
  311. var group = this.readMaterialGroup( data );
  312. var material = this.materials[ group.name ];
  313. if ( material !== undefined ) {
  314. mesh.material = material;
  315. if ( material.name === '' ) {
  316. material.name = mesh.name;
  317. }
  318. }
  319. } else {
  320. this.debugMessage( ' Unknown face array chunk: ' + chunk.toString( 16 ) );
  321. }
  322. this.endChunk( chunk );
  323. }
  324. this.endChunk( chunk );
  325. },
  326. /**
  327. * Read texture map data chunk.
  328. *
  329. * @method readMap
  330. * @param {Dataview} data Dataview in use.
  331. * @param {String} path Path for external resources.
  332. * @return {Texture} Texture read from this data chunk.
  333. */
  334. readMap: function ( data, path ) {
  335. var chunk = this.readChunk( data );
  336. var next = this.nextChunk( data, chunk );
  337. var texture = {};
  338. var loader = new THREE.TextureLoader( this.manager );
  339. loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  340. while ( next !== 0 ) {
  341. if ( next === MAT_MAPNAME ) {
  342. var name = this.readString( data, 128 );
  343. texture = loader.load( name );
  344. this.debugMessage( ' File: ' + path + name );
  345. } else if ( next === MAT_MAP_UOFFSET ) {
  346. texture.offset.x = this.readFloat( data );
  347. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  348. } else if ( next === MAT_MAP_VOFFSET ) {
  349. texture.offset.y = this.readFloat( data );
  350. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  351. } else if ( next === MAT_MAP_USCALE ) {
  352. texture.repeat.x = this.readFloat( data );
  353. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  354. } else if ( next === MAT_MAP_VSCALE ) {
  355. texture.repeat.y = this.readFloat( data );
  356. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  357. } else {
  358. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  359. }
  360. next = this.nextChunk( data, chunk );
  361. }
  362. this.endChunk( chunk );
  363. return texture;
  364. },
  365. /**
  366. * Read material group data chunk.
  367. *
  368. * @method readMaterialGroup
  369. * @param {Dataview} data Dataview in use.
  370. * @return {Object} Object with name and index of the object.
  371. */
  372. readMaterialGroup: function ( data ) {
  373. this.readChunk( data );
  374. var name = this.readString( data, 64 );
  375. var numFaces = this.readWord( data );
  376. this.debugMessage( ' Name: ' + name );
  377. this.debugMessage( ' Faces: ' + numFaces );
  378. var index = [];
  379. for ( var i = 0; i < numFaces; ++ i ) {
  380. index.push( this.readWord( data ) );
  381. }
  382. return { name: name, index: index };
  383. },
  384. /**
  385. * Read a color value.
  386. *
  387. * @method readColor
  388. * @param {DataView} data Dataview.
  389. * @return {Color} Color value read..
  390. */
  391. readColor: function ( data ) {
  392. var chunk = this.readChunk( data );
  393. var color = new THREE.Color();
  394. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  395. var r = this.readByte( data );
  396. var g = this.readByte( data );
  397. var b = this.readByte( data );
  398. color.setRGB( r / 255, g / 255, b / 255 );
  399. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  400. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  401. var r = this.readFloat( data );
  402. var g = this.readFloat( data );
  403. var b = this.readFloat( data );
  404. color.setRGB( r, g, b );
  405. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  406. } else {
  407. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  408. }
  409. this.endChunk( chunk );
  410. return color;
  411. },
  412. /**
  413. * Read next chunk of data.
  414. *
  415. * @method readChunk
  416. * @param {DataView} data Dataview.
  417. * @return {Object} Chunk of data read.
  418. */
  419. readChunk: function ( data ) {
  420. var chunk = {};
  421. chunk.cur = this.position;
  422. chunk.id = this.readWord( data );
  423. chunk.size = this.readDWord( data );
  424. chunk.end = chunk.cur + chunk.size;
  425. chunk.cur += 6;
  426. return chunk;
  427. },
  428. /**
  429. * Set position to the end of the current chunk of data.
  430. *
  431. * @method endChunk
  432. * @param {Object} chunk Data chunk.
  433. */
  434. endChunk: function ( chunk ) {
  435. this.position = chunk.end;
  436. },
  437. /**
  438. * Move to the next data chunk.
  439. *
  440. * @method nextChunk
  441. * @param {DataView} data Dataview.
  442. * @param {Object} chunk Data chunk.
  443. */
  444. nextChunk: function ( data, chunk ) {
  445. if ( chunk.cur >= chunk.end ) {
  446. return 0;
  447. }
  448. this.position = chunk.cur;
  449. try {
  450. var next = this.readChunk( data );
  451. chunk.cur += next.size;
  452. return next.id;
  453. } catch ( e ) {
  454. this.debugMessage( 'Unable to read chunk at ' + this.position );
  455. return 0;
  456. }
  457. },
  458. /**
  459. * Reset dataview position.
  460. *
  461. * @method resetPosition
  462. */
  463. resetPosition: function () {
  464. this.position -= 6;
  465. },
  466. /**
  467. * Read byte value.
  468. *
  469. * @method readByte
  470. * @param {DataView} data Dataview to read data from.
  471. * @return {Number} Data read from the dataview.
  472. */
  473. readByte: function ( data ) {
  474. var v = data.getUint8( this.position, true );
  475. this.position += 1;
  476. return v;
  477. },
  478. /**
  479. * Read 32 bit float value.
  480. *
  481. * @method readFloat
  482. * @param {DataView} data Dataview to read data from.
  483. * @return {Number} Data read from the dataview.
  484. */
  485. readFloat: function ( data ) {
  486. try {
  487. var v = data.getFloat32( this.position, true );
  488. this.position += 4;
  489. return v;
  490. } catch ( e ) {
  491. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  492. }
  493. },
  494. /**
  495. * Read 32 bit signed integer value.
  496. *
  497. * @method readInt
  498. * @param {DataView} data Dataview to read data from.
  499. * @return {Number} Data read from the dataview.
  500. */
  501. readInt: function ( data ) {
  502. var v = data.getInt32( this.position, true );
  503. this.position += 4;
  504. return v;
  505. },
  506. /**
  507. * Read 16 bit signed integer value.
  508. *
  509. * @method readShort
  510. * @param {DataView} data Dataview to read data from.
  511. * @return {Number} Data read from the dataview.
  512. */
  513. readShort: function ( data ) {
  514. var v = data.getInt16( this.position, true );
  515. this.position += 2;
  516. return v;
  517. },
  518. /**
  519. * Read 64 bit unsigned integer value.
  520. *
  521. * @method readDWord
  522. * @param {DataView} data Dataview to read data from.
  523. * @return {Number} Data read from the dataview.
  524. */
  525. readDWord: function ( data ) {
  526. var v = data.getUint32( this.position, true );
  527. this.position += 4;
  528. return v;
  529. },
  530. /**
  531. * Read 32 bit unsigned integer value.
  532. *
  533. * @method readWord
  534. * @param {DataView} data Dataview to read data from.
  535. * @return {Number} Data read from the dataview.
  536. */
  537. readWord: function ( data ) {
  538. var v = data.getUint16( this.position, true );
  539. this.position += 2;
  540. return v;
  541. },
  542. /**
  543. * Read string value.
  544. *
  545. * @method readString
  546. * @param {DataView} data Dataview to read data from.
  547. * @param {Number} maxLength Max size of the string to be read.
  548. * @return {String} Data read from the dataview.
  549. */
  550. readString: function ( data, maxLength ) {
  551. var s = '';
  552. for ( var i = 0; i < maxLength; i ++ ) {
  553. var c = this.readByte( data );
  554. if ( ! c ) {
  555. break;
  556. }
  557. s += String.fromCharCode( c );
  558. }
  559. return s;
  560. },
  561. /**
  562. * Print debug message to the console.
  563. *
  564. * Is controlled by a flag to show or hide debug messages.
  565. *
  566. * @method debugMessage
  567. * @param {Object} message Debug message to print to the console.
  568. */
  569. debugMessage: function ( message ) {
  570. if ( this.debug ) {
  571. console.log( message );
  572. }
  573. }
  574. } );
  575. // var NULL_CHUNK = 0x0000;
  576. var M3DMAGIC = 0x4D4D;
  577. // var SMAGIC = 0x2D2D;
  578. // var LMAGIC = 0x2D3D;
  579. var MLIBMAGIC = 0x3DAA;
  580. // var MATMAGIC = 0x3DFF;
  581. var CMAGIC = 0xC23D;
  582. var M3D_VERSION = 0x0002;
  583. // var M3D_KFVERSION = 0x0005;
  584. var COLOR_F = 0x0010;
  585. var COLOR_24 = 0x0011;
  586. var LIN_COLOR_24 = 0x0012;
  587. var LIN_COLOR_F = 0x0013;
  588. // var INT_PERCENTAGE = 0x0030;
  589. // var FLOAT_PERCENTAGE = 0x0031;
  590. var MDATA = 0x3D3D;
  591. var MESH_VERSION = 0x3D3E;
  592. var MASTER_SCALE = 0x0100;
  593. // var LO_SHADOW_BIAS = 0x1400;
  594. // var HI_SHADOW_BIAS = 0x1410;
  595. // var SHADOW_MAP_SIZE = 0x1420;
  596. // var SHADOW_SAMPLES = 0x1430;
  597. // var SHADOW_RANGE = 0x1440;
  598. // var SHADOW_FILTER = 0x1450;
  599. // var RAY_BIAS = 0x1460;
  600. // var O_CONSTS = 0x1500;
  601. // var AMBIENT_LIGHT = 0x2100;
  602. // var BIT_MAP = 0x1100;
  603. // var SOLID_BGND = 0x1200;
  604. // var V_GRADIENT = 0x1300;
  605. // var USE_BIT_MAP = 0x1101;
  606. // var USE_SOLID_BGND = 0x1201;
  607. // var USE_V_GRADIENT = 0x1301;
  608. // var FOG = 0x2200;
  609. // var FOG_BGND = 0x2210;
  610. // var LAYER_FOG = 0x2302;
  611. // var DISTANCE_CUE = 0x2300;
  612. // var DCUE_BGND = 0x2310;
  613. // var USE_FOG = 0x2201;
  614. // var USE_LAYER_FOG = 0x2303;
  615. // var USE_DISTANCE_CUE = 0x2301;
  616. var MAT_ENTRY = 0xAFFF;
  617. var MAT_NAME = 0xA000;
  618. var MAT_AMBIENT = 0xA010;
  619. var MAT_DIFFUSE = 0xA020;
  620. var MAT_SPECULAR = 0xA030;
  621. var MAT_SHININESS = 0xA040;
  622. // var MAT_SHIN2PCT = 0xA041;
  623. // var MAT_TRANSPARENCY = 0xA050;
  624. // var MAT_XPFALL = 0xA052;
  625. // var MAT_USE_XPFALL = 0xA240;
  626. // var MAT_REFBLUR = 0xA053;
  627. // var MAT_SHADING = 0xA100;
  628. // var MAT_USE_REFBLUR = 0xA250;
  629. // var MAT_SELF_ILLUM = 0xA084;
  630. var MAT_TWO_SIDE = 0xA081;
  631. // var MAT_DECAL = 0xA082;
  632. var MAT_ADDITIVE = 0xA083;
  633. var MAT_WIRE = 0xA085;
  634. // var MAT_FACEMAP = 0xA088;
  635. // var MAT_TRANSFALLOFF_IN = 0xA08A;
  636. // var MAT_PHONGSOFT = 0xA08C;
  637. // var MAT_WIREABS = 0xA08E;
  638. var MAT_WIRE_SIZE = 0xA087;
  639. var MAT_TEXMAP = 0xA200;
  640. // var MAT_SXP_TEXT_DATA = 0xA320;
  641. // var MAT_TEXMASK = 0xA33E;
  642. // var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  643. // var MAT_TEX2MAP = 0xA33A;
  644. // var MAT_SXP_TEXT2_DATA = 0xA321;
  645. // var MAT_TEX2MASK = 0xA340;
  646. // var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  647. var MAT_OPACMAP = 0xA210;
  648. // var MAT_SXP_OPAC_DATA = 0xA322;
  649. // var MAT_OPACMASK = 0xA342;
  650. // var MAT_SXP_OPACMASK_DATA = 0xA32E;
  651. var MAT_BUMPMAP = 0xA230;
  652. // var MAT_SXP_BUMP_DATA = 0xA324;
  653. // var MAT_BUMPMASK = 0xA344;
  654. // var MAT_SXP_BUMPMASK_DATA = 0xA330;
  655. var MAT_SPECMAP = 0xA204;
  656. // var MAT_SXP_SPEC_DATA = 0xA325;
  657. // var MAT_SPECMASK = 0xA348;
  658. // var MAT_SXP_SPECMASK_DATA = 0xA332;
  659. // var MAT_SHINMAP = 0xA33C;
  660. // var MAT_SXP_SHIN_DATA = 0xA326;
  661. // var MAT_SHINMASK = 0xA346;
  662. // var MAT_SXP_SHINMASK_DATA = 0xA334;
  663. // var MAT_SELFIMAP = 0xA33D;
  664. // var MAT_SXP_SELFI_DATA = 0xA328;
  665. // var MAT_SELFIMASK = 0xA34A;
  666. // var MAT_SXP_SELFIMASK_DATA = 0xA336;
  667. // var MAT_REFLMAP = 0xA220;
  668. // var MAT_REFLMASK = 0xA34C;
  669. // var MAT_SXP_REFLMASK_DATA = 0xA338;
  670. // var MAT_ACUBIC = 0xA310;
  671. var MAT_MAPNAME = 0xA300;
  672. // var MAT_MAP_TILING = 0xA351;
  673. // var MAT_MAP_TEXBLUR = 0xA353;
  674. var MAT_MAP_USCALE = 0xA354;
  675. var MAT_MAP_VSCALE = 0xA356;
  676. var MAT_MAP_UOFFSET = 0xA358;
  677. var MAT_MAP_VOFFSET = 0xA35A;
  678. // var MAT_MAP_ANG = 0xA35C;
  679. // var MAT_MAP_COL1 = 0xA360;
  680. // var MAT_MAP_COL2 = 0xA362;
  681. // var MAT_MAP_RCOL = 0xA364;
  682. // var MAT_MAP_GCOL = 0xA366;
  683. // var MAT_MAP_BCOL = 0xA368;
  684. var NAMED_OBJECT = 0x4000;
  685. // var N_DIRECT_LIGHT = 0x4600;
  686. // var DL_OFF = 0x4620;
  687. // var DL_OUTER_RANGE = 0x465A;
  688. // var DL_INNER_RANGE = 0x4659;
  689. // var DL_MULTIPLIER = 0x465B;
  690. // var DL_EXCLUDE = 0x4654;
  691. // var DL_ATTENUATE = 0x4625;
  692. // var DL_SPOTLIGHT = 0x4610;
  693. // var DL_SPOT_ROLL = 0x4656;
  694. // var DL_SHADOWED = 0x4630;
  695. // var DL_LOCAL_SHADOW2 = 0x4641;
  696. // var DL_SEE_CONE = 0x4650;
  697. // var DL_SPOT_RECTANGULAR = 0x4651;
  698. // var DL_SPOT_ASPECT = 0x4657;
  699. // var DL_SPOT_PROJECTOR = 0x4653;
  700. // var DL_SPOT_OVERSHOOT = 0x4652;
  701. // var DL_RAY_BIAS = 0x4658;
  702. // var DL_RAYSHAD = 0x4627;
  703. // var N_CAMERA = 0x4700;
  704. // var CAM_SEE_CONE = 0x4710;
  705. // var CAM_RANGES = 0x4720;
  706. // var OBJ_HIDDEN = 0x4010;
  707. // var OBJ_VIS_LOFTER = 0x4011;
  708. // var OBJ_DOESNT_CAST = 0x4012;
  709. // var OBJ_DONT_RECVSHADOW = 0x4017;
  710. // var OBJ_MATTE = 0x4013;
  711. // var OBJ_FAST = 0x4014;
  712. // var OBJ_PROCEDURAL = 0x4015;
  713. // var OBJ_FROZEN = 0x4016;
  714. var N_TRI_OBJECT = 0x4100;
  715. var POINT_ARRAY = 0x4110;
  716. // var POINT_FLAG_ARRAY = 0x4111;
  717. var FACE_ARRAY = 0x4120;
  718. var MSH_MAT_GROUP = 0x4130;
  719. // var SMOOTH_GROUP = 0x4150;
  720. // var MSH_BOXMAP = 0x4190;
  721. var TEX_VERTS = 0x4140;
  722. var MESH_MATRIX = 0x4160;
  723. // var MESH_COLOR = 0x4165;
  724. // var MESH_TEXTURE_INFO = 0x4170;
  725. // var KFDATA = 0xB000;
  726. // var KFHDR = 0xB00A;
  727. // var KFSEG = 0xB008;
  728. // var KFCURTIME = 0xB009;
  729. // var AMBIENT_NODE_TAG = 0xB001;
  730. // var OBJECT_NODE_TAG = 0xB002;
  731. // var CAMERA_NODE_TAG = 0xB003;
  732. // var TARGET_NODE_TAG = 0xB004;
  733. // var LIGHT_NODE_TAG = 0xB005;
  734. // var L_TARGET_NODE_TAG = 0xB006;
  735. // var SPOTLIGHT_NODE_TAG = 0xB007;
  736. // var NODE_ID = 0xB030;
  737. // var NODE_HDR = 0xB010;
  738. // var PIVOT = 0xB013;
  739. // var INSTANCE_NAME = 0xB011;
  740. // var MORPH_SMOOTH = 0xB015;
  741. // var BOUNDBOX = 0xB014;
  742. // var POS_TRACK_TAG = 0xB020;
  743. // var COL_TRACK_TAG = 0xB025;
  744. // var ROT_TRACK_TAG = 0xB021;
  745. // var SCL_TRACK_TAG = 0xB022;
  746. // var MORPH_TRACK_TAG = 0xB026;
  747. // var FOV_TRACK_TAG = 0xB023;
  748. // var ROLL_TRACK_TAG = 0xB024;
  749. // var HOT_TRACK_TAG = 0xB027;
  750. // var FALL_TRACK_TAG = 0xB028;
  751. // var HIDE_TRACK_TAG = 0xB029;
  752. // var POLY_2D = 0x5000;
  753. // var SHAPE_OK = 0x5010;
  754. // var SHAPE_NOT_OK = 0x5011;
  755. // var SHAPE_HOOK = 0x5020;
  756. // var PATH_3D = 0x6000;
  757. // var PATH_MATRIX = 0x6005;
  758. // var SHAPE_2D = 0x6010;
  759. // var M_SCALE = 0x6020;
  760. // var M_TWIST = 0x6030;
  761. // var M_TEETER = 0x6040;
  762. // var M_FIT = 0x6050;
  763. // var M_BEVEL = 0x6060;
  764. // var XZ_CURVE = 0x6070;
  765. // var YZ_CURVE = 0x6080;
  766. // var INTERPCT = 0x6090;
  767. // var DEFORM_LIMIT = 0x60A0;
  768. // var USE_CONTOUR = 0x6100;
  769. // var USE_TWEEN = 0x6110;
  770. // var USE_SCALE = 0x6120;
  771. // var USE_TWIST = 0x6130;
  772. // var USE_TEETER = 0x6140;
  773. // var USE_FIT = 0x6150;
  774. // var USE_BEVEL = 0x6160;
  775. // var DEFAULT_VIEW = 0x3000;
  776. // var VIEW_TOP = 0x3010;
  777. // var VIEW_BOTTOM = 0x3020;
  778. // var VIEW_LEFT = 0x3030;
  779. // var VIEW_RIGHT = 0x3040;
  780. // var VIEW_FRONT = 0x3050;
  781. // var VIEW_BACK = 0x3060;
  782. // var VIEW_USER = 0x3070;
  783. // var VIEW_CAMERA = 0x3080;
  784. // var VIEW_WINDOW = 0x3090;
  785. // var VIEWPORT_LAYOUT_OLD = 0x7000;
  786. // var VIEWPORT_DATA_OLD = 0x7010;
  787. // var VIEWPORT_LAYOUT = 0x7001;
  788. // var VIEWPORT_DATA = 0x7011;
  789. // var VIEWPORT_DATA_3 = 0x7012;
  790. // var VIEWPORT_SIZE = 0x7020;
  791. // var NETWORK_VIEW = 0x7030;