TDSLoader.js 25 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. * @class TDSLoader
  7. * @constructor
  8. */
  9. THREE.TDSLoader = function ( manager ) {
  10. THREE.Loader.call( this, manager );
  11. this.debug = false;
  12. this.group = null;
  13. this.position = 0;
  14. this.materials = [];
  15. this.meshes = [];
  16. };
  17. THREE.TDSLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  18. constructor: THREE.TDSLoader,
  19. /**
  20. * Load 3ds file from url.
  21. *
  22. * @method load
  23. * @param {[type]} url URL for the file.
  24. * @param {Function} onLoad onLoad callback, receives group Object3D as argument.
  25. * @param {Function} onProgress onProgress callback.
  26. * @param {Function} onError onError callback.
  27. */
  28. load: function ( url, onLoad, onProgress, onError ) {
  29. var scope = this;
  30. var path = ( this.path === '' ) ? THREE.LoaderUtils.extractUrlBase( url ) : this.path;
  31. var loader = new THREE.FileLoader( this.manager );
  32. loader.setPath( this.path );
  33. loader.setResponseType( 'arraybuffer' );
  34. loader.setRequestHeader( this.requestHeader );
  35. loader.setWithCredentials( this.withCredentials );
  36. loader.load( url, function ( data ) {
  37. try {
  38. onLoad( scope.parse( data, path ) );
  39. } catch ( e ) {
  40. if ( onError ) {
  41. onError( e );
  42. } else {
  43. console.error( e );
  44. }
  45. scope.manager.itemError( url );
  46. }
  47. }, onProgress, onError );
  48. },
  49. /**
  50. * Parse arraybuffer data and load 3ds file.
  51. *
  52. * @method parse
  53. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  54. * @param {String} path Path for external resources.
  55. * @return {Group} Group loaded from 3ds file.
  56. */
  57. parse: function ( arraybuffer, path ) {
  58. this.group = new THREE.Group();
  59. this.position = 0;
  60. this.materials = [];
  61. this.meshes = [];
  62. this.readFile( arraybuffer, path );
  63. for ( var i = 0; i < this.meshes.length; i ++ ) {
  64. this.group.add( this.meshes[ i ] );
  65. }
  66. return this.group;
  67. },
  68. /**
  69. * Decode file content to read 3ds data.
  70. *
  71. * @method readFile
  72. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  73. * @param {String} path Path for external resources.
  74. */
  75. readFile: function ( arraybuffer, path ) {
  76. var data = new DataView( arraybuffer );
  77. var chunk = this.readChunk( data );
  78. if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  79. var next = this.nextChunk( data, chunk );
  80. while ( next !== 0 ) {
  81. if ( next === M3D_VERSION ) {
  82. var version = this.readDWord( data );
  83. this.debugMessage( '3DS file version: ' + version );
  84. } else if ( next === MDATA ) {
  85. this.resetPosition( data );
  86. this.readMeshData( data, path );
  87. } else {
  88. this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  89. }
  90. next = this.nextChunk( data, chunk );
  91. }
  92. }
  93. this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  94. },
  95. /**
  96. * Read mesh data chunk.
  97. *
  98. * @method readMeshData
  99. * @param {Dataview} data Dataview in use.
  100. * @param {String} path Path for external resources.
  101. */
  102. readMeshData: function ( data, path ) {
  103. var chunk = this.readChunk( data );
  104. var next = this.nextChunk( data, chunk );
  105. while ( next !== 0 ) {
  106. if ( next === MESH_VERSION ) {
  107. var version = + this.readDWord( data );
  108. this.debugMessage( 'Mesh Version: ' + version );
  109. } else if ( next === MASTER_SCALE ) {
  110. var scale = this.readFloat( data );
  111. this.debugMessage( 'Master scale: ' + scale );
  112. this.group.scale.set( scale, scale, scale );
  113. } else if ( next === NAMED_OBJECT ) {
  114. this.debugMessage( 'Named Object' );
  115. this.resetPosition( data );
  116. this.readNamedObject( data );
  117. } else if ( next === MAT_ENTRY ) {
  118. this.debugMessage( 'Material' );
  119. this.resetPosition( data );
  120. this.readMaterialEntry( data, path );
  121. } else {
  122. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  123. }
  124. next = this.nextChunk( data, chunk );
  125. }
  126. },
  127. /**
  128. * Read named object chunk.
  129. *
  130. * @method readNamedObject
  131. * @param {Dataview} data Dataview in use.
  132. */
  133. readNamedObject: function ( data ) {
  134. var chunk = this.readChunk( data );
  135. var name = this.readString( data, 64 );
  136. chunk.cur = this.position;
  137. var next = this.nextChunk( data, chunk );
  138. while ( next !== 0 ) {
  139. if ( next === N_TRI_OBJECT ) {
  140. this.resetPosition( data );
  141. var mesh = this.readMesh( data );
  142. mesh.name = name;
  143. this.meshes.push( mesh );
  144. } else {
  145. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  146. }
  147. next = this.nextChunk( data, chunk );
  148. }
  149. this.endChunk( chunk );
  150. },
  151. /**
  152. * Read material data chunk and add it to the material list.
  153. *
  154. * @method readMaterialEntry
  155. * @param {Dataview} data Dataview in use.
  156. * @param {String} path Path for external resources.
  157. */
  158. readMaterialEntry: function ( data, path ) {
  159. var chunk = this.readChunk( data );
  160. var next = this.nextChunk( data, chunk );
  161. var material = new THREE.MeshPhongMaterial();
  162. while ( next !== 0 ) {
  163. if ( next === MAT_NAME ) {
  164. material.name = this.readString( data, 64 );
  165. this.debugMessage( ' Name: ' + material.name );
  166. } else if ( next === MAT_WIRE ) {
  167. this.debugMessage( ' Wireframe' );
  168. material.wireframe = true;
  169. } else if ( next === MAT_WIRE_SIZE ) {
  170. var value = this.readByte( data );
  171. material.wireframeLinewidth = value;
  172. this.debugMessage( ' Wireframe Thickness: ' + value );
  173. } else if ( next === MAT_TWO_SIDE ) {
  174. material.side = THREE.DoubleSide;
  175. this.debugMessage( ' DoubleSided' );
  176. } else if ( next === MAT_ADDITIVE ) {
  177. this.debugMessage( ' Additive Blending' );
  178. material.blending = THREE.AdditiveBlending;
  179. } else if ( next === MAT_DIFFUSE ) {
  180. this.debugMessage( ' Diffuse Color' );
  181. material.color = this.readColor( data );
  182. } else if ( next === MAT_SPECULAR ) {
  183. this.debugMessage( ' Specular Color' );
  184. material.specular = this.readColor( data );
  185. } else if ( next === MAT_AMBIENT ) {
  186. this.debugMessage( ' Ambient color' );
  187. material.color = this.readColor( data );
  188. } else if ( next === MAT_SHININESS ) {
  189. var shininess = this.readPercentage( data );
  190. material.shininess = shininess * 100;
  191. this.debugMessage( ' Shininess : ' + shininess );
  192. } else if ( next === MAT_TRANSPARENCY ) {
  193. var transparency = this.readPercentage( data );
  194. material.opacity = 1 - transparency;
  195. this.debugMessage( ' Transparency : ' + transparency );
  196. material.transparent = material.opacity < 1 ? true : false;
  197. } else if ( next === MAT_TEXMAP ) {
  198. this.debugMessage( ' ColorMap' );
  199. this.resetPosition( data );
  200. material.map = this.readMap( data, path );
  201. } else if ( next === MAT_BUMPMAP ) {
  202. this.debugMessage( ' BumpMap' );
  203. this.resetPosition( data );
  204. material.bumpMap = this.readMap( data, path );
  205. } else if ( next === MAT_OPACMAP ) {
  206. this.debugMessage( ' OpacityMap' );
  207. this.resetPosition( data );
  208. material.alphaMap = this.readMap( data, path );
  209. } else if ( next === MAT_SPECMAP ) {
  210. this.debugMessage( ' SpecularMap' );
  211. this.resetPosition( data );
  212. material.specularMap = this.readMap( data, path );
  213. } else {
  214. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  215. }
  216. next = this.nextChunk( data, chunk );
  217. }
  218. this.endChunk( chunk );
  219. this.materials[ material.name ] = material;
  220. },
  221. /**
  222. * Read mesh data chunk.
  223. *
  224. * @method readMesh
  225. * @param {Dataview} data Dataview in use.
  226. * @return {Mesh} The parsed mesh.
  227. */
  228. readMesh: function ( data ) {
  229. var chunk = this.readChunk( data );
  230. var next = this.nextChunk( data, chunk );
  231. var geometry = new THREE.BufferGeometry();
  232. var uvs = [];
  233. var material = new THREE.MeshPhongMaterial();
  234. var mesh = new THREE.Mesh( geometry, material );
  235. mesh.name = 'mesh';
  236. while ( next !== 0 ) {
  237. if ( next === POINT_ARRAY ) {
  238. var points = this.readWord( data );
  239. this.debugMessage( ' Vertex: ' + points );
  240. //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 );
  254. //BufferGeometry
  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.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  261. } else if ( next === MESH_MATRIX ) {
  262. this.debugMessage( ' Tranformation Matrix (TODO)' );
  263. var values = [];
  264. for ( var i = 0; i < 12; i ++ ) {
  265. values[ i ] = this.readFloat( data );
  266. }
  267. var matrix = new THREE.Matrix4();
  268. //X Line
  269. matrix.elements[ 0 ] = values[ 0 ];
  270. matrix.elements[ 1 ] = values[ 6 ];
  271. matrix.elements[ 2 ] = values[ 3 ];
  272. matrix.elements[ 3 ] = values[ 9 ];
  273. //Y Line
  274. matrix.elements[ 4 ] = values[ 2 ];
  275. matrix.elements[ 5 ] = values[ 8 ];
  276. matrix.elements[ 6 ] = values[ 5 ];
  277. matrix.elements[ 7 ] = values[ 11 ];
  278. //Z Line
  279. matrix.elements[ 8 ] = values[ 1 ];
  280. matrix.elements[ 9 ] = values[ 7 ];
  281. matrix.elements[ 10 ] = values[ 4 ];
  282. matrix.elements[ 11 ] = values[ 10 ];
  283. //W Line
  284. matrix.elements[ 12 ] = 0;
  285. matrix.elements[ 13 ] = 0;
  286. matrix.elements[ 14 ] = 0;
  287. matrix.elements[ 15 ] = 1;
  288. matrix.transpose();
  289. var inverse = new THREE.Matrix4();
  290. inverse.copy( matrix ).invert();
  291. geometry.applyMatrix4( inverse );
  292. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  293. } else {
  294. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  295. }
  296. next = this.nextChunk( data, chunk );
  297. }
  298. this.endChunk( chunk );
  299. geometry.computeVertexNormals();
  300. return mesh;
  301. },
  302. /**
  303. * Read face array data chunk.
  304. *
  305. * @method readFaceArray
  306. * @param {Dataview} data Dataview in use.
  307. * @param {Mesh} mesh Mesh to be filled with the data read.
  308. */
  309. readFaceArray: function ( data, mesh ) {
  310. var chunk = this.readChunk( data );
  311. var faces = this.readWord( data );
  312. this.debugMessage( ' Faces: ' + faces );
  313. var index = [];
  314. for ( var i = 0; i < faces; ++ i ) {
  315. index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) );
  316. this.readWord( data ); // visibility
  317. }
  318. mesh.geometry.setIndex( index );
  319. //The rest of the FACE_ARRAY chunk is subchunks
  320. var materialIndex = 0;
  321. var start = 0;
  322. while ( this.position < chunk.end ) {
  323. var subchunk = this.readChunk( data );
  324. if ( subchunk.id === MSH_MAT_GROUP ) {
  325. this.debugMessage( ' Material Group' );
  326. this.resetPosition( data );
  327. var group = this.readMaterialGroup( data );
  328. var count = group.index.length * 3; // assuming successive indices
  329. mesh.geometry.addGroup( start, count, materialIndex );
  330. start += count;
  331. materialIndex ++;
  332. var material = this.materials[ group.name ];
  333. if ( Array.isArray( mesh.material ) === false ) mesh.material = [];
  334. if ( material !== undefined ) {
  335. mesh.material.push( material );
  336. }
  337. } else {
  338. this.debugMessage( ' Unknown face array chunk: ' + subchunk.toString( 16 ) );
  339. }
  340. this.endChunk( subchunk );
  341. }
  342. if ( mesh.material.length === 1 ) mesh.material = mesh.material[ 0 ]; // for backwards compatibility
  343. this.endChunk( chunk );
  344. },
  345. /**
  346. * Read texture map data chunk.
  347. *
  348. * @method readMap
  349. * @param {Dataview} data Dataview in use.
  350. * @param {String} path Path for external resources.
  351. * @return {Texture} Texture read from this data chunk.
  352. */
  353. readMap: function ( data, path ) {
  354. var chunk = this.readChunk( data );
  355. var next = this.nextChunk( data, chunk );
  356. var texture = {};
  357. var loader = new THREE.TextureLoader( this.manager );
  358. loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  359. while ( next !== 0 ) {
  360. if ( next === MAT_MAPNAME ) {
  361. var name = this.readString( data, 128 );
  362. texture = loader.load( name );
  363. this.debugMessage( ' File: ' + path + name );
  364. } else if ( next === MAT_MAP_UOFFSET ) {
  365. texture.offset.x = this.readFloat( data );
  366. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  367. } else if ( next === MAT_MAP_VOFFSET ) {
  368. texture.offset.y = this.readFloat( data );
  369. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  370. } else if ( next === MAT_MAP_USCALE ) {
  371. texture.repeat.x = this.readFloat( data );
  372. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  373. } else if ( next === MAT_MAP_VSCALE ) {
  374. texture.repeat.y = this.readFloat( data );
  375. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  376. } else {
  377. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  378. }
  379. next = this.nextChunk( data, chunk );
  380. }
  381. this.endChunk( chunk );
  382. return texture;
  383. },
  384. /**
  385. * Read material group data chunk.
  386. *
  387. * @method readMaterialGroup
  388. * @param {Dataview} data Dataview in use.
  389. * @return {Object} Object with name and index of the object.
  390. */
  391. readMaterialGroup: function ( data ) {
  392. this.readChunk( data );
  393. var name = this.readString( data, 64 );
  394. var numFaces = this.readWord( data );
  395. this.debugMessage( ' Name: ' + name );
  396. this.debugMessage( ' Faces: ' + numFaces );
  397. var index = [];
  398. for ( var i = 0; i < numFaces; ++ i ) {
  399. index.push( this.readWord( data ) );
  400. }
  401. return { name: name, index: index };
  402. },
  403. /**
  404. * Read a color value.
  405. *
  406. * @method readColor
  407. * @param {DataView} data Dataview.
  408. * @return {Color} Color value read..
  409. */
  410. readColor: function ( data ) {
  411. var chunk = this.readChunk( data );
  412. var color = new THREE.Color();
  413. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  414. var r = this.readByte( data );
  415. var g = this.readByte( data );
  416. var b = this.readByte( data );
  417. color.setRGB( r / 255, g / 255, b / 255 );
  418. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  419. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  420. var r = this.readFloat( data );
  421. var g = this.readFloat( data );
  422. var b = this.readFloat( data );
  423. color.setRGB( r, g, b );
  424. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  425. } else {
  426. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  427. }
  428. this.endChunk( chunk );
  429. return color;
  430. },
  431. /**
  432. * Read next chunk of data.
  433. *
  434. * @method readChunk
  435. * @param {DataView} data Dataview.
  436. * @return {Object} Chunk of data read.
  437. */
  438. readChunk: function ( data ) {
  439. var chunk = {};
  440. chunk.cur = this.position;
  441. chunk.id = this.readWord( data );
  442. chunk.size = this.readDWord( data );
  443. chunk.end = chunk.cur + chunk.size;
  444. chunk.cur += 6;
  445. return chunk;
  446. },
  447. /**
  448. * Set position to the end of the current chunk of data.
  449. *
  450. * @method endChunk
  451. * @param {Object} chunk Data chunk.
  452. */
  453. endChunk: function ( chunk ) {
  454. this.position = chunk.end;
  455. },
  456. /**
  457. * Move to the next data chunk.
  458. *
  459. * @method nextChunk
  460. * @param {DataView} data Dataview.
  461. * @param {Object} chunk Data chunk.
  462. */
  463. nextChunk: function ( data, chunk ) {
  464. if ( chunk.cur >= chunk.end ) {
  465. return 0;
  466. }
  467. this.position = chunk.cur;
  468. try {
  469. var next = this.readChunk( data );
  470. chunk.cur += next.size;
  471. return next.id;
  472. } catch ( e ) {
  473. this.debugMessage( 'Unable to read chunk at ' + this.position );
  474. return 0;
  475. }
  476. },
  477. /**
  478. * Reset dataview position.
  479. *
  480. * @method resetPosition
  481. */
  482. resetPosition: function () {
  483. this.position -= 6;
  484. },
  485. /**
  486. * Read byte value.
  487. *
  488. * @method readByte
  489. * @param {DataView} data Dataview to read data from.
  490. * @return {Number} Data read from the dataview.
  491. */
  492. readByte: function ( data ) {
  493. var v = data.getUint8( this.position, true );
  494. this.position += 1;
  495. return v;
  496. },
  497. /**
  498. * Read 32 bit float value.
  499. *
  500. * @method readFloat
  501. * @param {DataView} data Dataview to read data from.
  502. * @return {Number} Data read from the dataview.
  503. */
  504. readFloat: function ( data ) {
  505. try {
  506. var v = data.getFloat32( this.position, true );
  507. this.position += 4;
  508. return v;
  509. } catch ( e ) {
  510. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  511. }
  512. },
  513. /**
  514. * Read 32 bit signed integer value.
  515. *
  516. * @method readInt
  517. * @param {DataView} data Dataview to read data from.
  518. * @return {Number} Data read from the dataview.
  519. */
  520. readInt: function ( data ) {
  521. var v = data.getInt32( this.position, true );
  522. this.position += 4;
  523. return v;
  524. },
  525. /**
  526. * Read 16 bit signed integer value.
  527. *
  528. * @method readShort
  529. * @param {DataView} data Dataview to read data from.
  530. * @return {Number} Data read from the dataview.
  531. */
  532. readShort: function ( data ) {
  533. var v = data.getInt16( this.position, true );
  534. this.position += 2;
  535. return v;
  536. },
  537. /**
  538. * Read 64 bit unsigned integer value.
  539. *
  540. * @method readDWord
  541. * @param {DataView} data Dataview to read data from.
  542. * @return {Number} Data read from the dataview.
  543. */
  544. readDWord: function ( data ) {
  545. var v = data.getUint32( this.position, true );
  546. this.position += 4;
  547. return v;
  548. },
  549. /**
  550. * Read 32 bit unsigned integer value.
  551. *
  552. * @method readWord
  553. * @param {DataView} data Dataview to read data from.
  554. * @return {Number} Data read from the dataview.
  555. */
  556. readWord: function ( data ) {
  557. var v = data.getUint16( this.position, true );
  558. this.position += 2;
  559. return v;
  560. },
  561. /**
  562. * Read string value.
  563. *
  564. * @method readString
  565. * @param {DataView} data Dataview to read data from.
  566. * @param {Number} maxLength Max size of the string to be read.
  567. * @return {String} Data read from the dataview.
  568. */
  569. readString: function ( data, maxLength ) {
  570. var s = '';
  571. for ( var i = 0; i < maxLength; i ++ ) {
  572. var c = this.readByte( data );
  573. if ( ! c ) {
  574. break;
  575. }
  576. s += String.fromCharCode( c );
  577. }
  578. return s;
  579. },
  580. /**
  581. * Read percentage value.
  582. *
  583. * @method readPercentage
  584. * @param {DataView} data Dataview to read data from.
  585. * @return {Number} Data read from the dataview.
  586. */
  587. readPercentage: function ( data ) {
  588. var chunk = this.readChunk( data );
  589. var value;
  590. switch ( chunk.id ) {
  591. case INT_PERCENTAGE:
  592. value = ( this.readShort( data ) / 100 );
  593. break;
  594. case FLOAT_PERCENTAGE:
  595. value = this.readFloat( data );
  596. break;
  597. default:
  598. this.debugMessage( ' Unknown percentage chunk: ' + chunk.toString( 16 ) );
  599. }
  600. this.endChunk( chunk );
  601. return value;
  602. },
  603. /**
  604. * Print debug message to the console.
  605. *
  606. * Is controlled by a flag to show or hide debug messages.
  607. *
  608. * @method debugMessage
  609. * @param {Object} message Debug message to print to the console.
  610. */
  611. debugMessage: function ( message ) {
  612. if ( this.debug ) {
  613. console.log( message );
  614. }
  615. }
  616. } );
  617. // var NULL_CHUNK = 0x0000;
  618. var M3DMAGIC = 0x4D4D;
  619. // var SMAGIC = 0x2D2D;
  620. // var LMAGIC = 0x2D3D;
  621. var MLIBMAGIC = 0x3DAA;
  622. // var MATMAGIC = 0x3DFF;
  623. var CMAGIC = 0xC23D;
  624. var M3D_VERSION = 0x0002;
  625. // var M3D_KFVERSION = 0x0005;
  626. var COLOR_F = 0x0010;
  627. var COLOR_24 = 0x0011;
  628. var LIN_COLOR_24 = 0x0012;
  629. var LIN_COLOR_F = 0x0013;
  630. var INT_PERCENTAGE = 0x0030;
  631. var FLOAT_PERCENTAGE = 0x0031;
  632. var MDATA = 0x3D3D;
  633. var MESH_VERSION = 0x3D3E;
  634. var MASTER_SCALE = 0x0100;
  635. // var LO_SHADOW_BIAS = 0x1400;
  636. // var HI_SHADOW_BIAS = 0x1410;
  637. // var SHADOW_MAP_SIZE = 0x1420;
  638. // var SHADOW_SAMPLES = 0x1430;
  639. // var SHADOW_RANGE = 0x1440;
  640. // var SHADOW_FILTER = 0x1450;
  641. // var RAY_BIAS = 0x1460;
  642. // var O_CONSTS = 0x1500;
  643. // var AMBIENT_LIGHT = 0x2100;
  644. // var BIT_MAP = 0x1100;
  645. // var SOLID_BGND = 0x1200;
  646. // var V_GRADIENT = 0x1300;
  647. // var USE_BIT_MAP = 0x1101;
  648. // var USE_SOLID_BGND = 0x1201;
  649. // var USE_V_GRADIENT = 0x1301;
  650. // var FOG = 0x2200;
  651. // var FOG_BGND = 0x2210;
  652. // var LAYER_FOG = 0x2302;
  653. // var DISTANCE_CUE = 0x2300;
  654. // var DCUE_BGND = 0x2310;
  655. // var USE_FOG = 0x2201;
  656. // var USE_LAYER_FOG = 0x2303;
  657. // var USE_DISTANCE_CUE = 0x2301;
  658. var MAT_ENTRY = 0xAFFF;
  659. var MAT_NAME = 0xA000;
  660. var MAT_AMBIENT = 0xA010;
  661. var MAT_DIFFUSE = 0xA020;
  662. var MAT_SPECULAR = 0xA030;
  663. var MAT_SHININESS = 0xA040;
  664. // var MAT_SHIN2PCT = 0xA041;
  665. var MAT_TRANSPARENCY = 0xA050;
  666. // var MAT_XPFALL = 0xA052;
  667. // var MAT_USE_XPFALL = 0xA240;
  668. // var MAT_REFBLUR = 0xA053;
  669. // var MAT_SHADING = 0xA100;
  670. // var MAT_USE_REFBLUR = 0xA250;
  671. // var MAT_SELF_ILLUM = 0xA084;
  672. var MAT_TWO_SIDE = 0xA081;
  673. // var MAT_DECAL = 0xA082;
  674. var MAT_ADDITIVE = 0xA083;
  675. var MAT_WIRE = 0xA085;
  676. // var MAT_FACEMAP = 0xA088;
  677. // var MAT_TRANSFALLOFF_IN = 0xA08A;
  678. // var MAT_PHONGSOFT = 0xA08C;
  679. // var MAT_WIREABS = 0xA08E;
  680. var MAT_WIRE_SIZE = 0xA087;
  681. var MAT_TEXMAP = 0xA200;
  682. // var MAT_SXP_TEXT_DATA = 0xA320;
  683. // var MAT_TEXMASK = 0xA33E;
  684. // var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  685. // var MAT_TEX2MAP = 0xA33A;
  686. // var MAT_SXP_TEXT2_DATA = 0xA321;
  687. // var MAT_TEX2MASK = 0xA340;
  688. // var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  689. var MAT_OPACMAP = 0xA210;
  690. // var MAT_SXP_OPAC_DATA = 0xA322;
  691. // var MAT_OPACMASK = 0xA342;
  692. // var MAT_SXP_OPACMASK_DATA = 0xA32E;
  693. var MAT_BUMPMAP = 0xA230;
  694. // var MAT_SXP_BUMP_DATA = 0xA324;
  695. // var MAT_BUMPMASK = 0xA344;
  696. // var MAT_SXP_BUMPMASK_DATA = 0xA330;
  697. var MAT_SPECMAP = 0xA204;
  698. // var MAT_SXP_SPEC_DATA = 0xA325;
  699. // var MAT_SPECMASK = 0xA348;
  700. // var MAT_SXP_SPECMASK_DATA = 0xA332;
  701. // var MAT_SHINMAP = 0xA33C;
  702. // var MAT_SXP_SHIN_DATA = 0xA326;
  703. // var MAT_SHINMASK = 0xA346;
  704. // var MAT_SXP_SHINMASK_DATA = 0xA334;
  705. // var MAT_SELFIMAP = 0xA33D;
  706. // var MAT_SXP_SELFI_DATA = 0xA328;
  707. // var MAT_SELFIMASK = 0xA34A;
  708. // var MAT_SXP_SELFIMASK_DATA = 0xA336;
  709. // var MAT_REFLMAP = 0xA220;
  710. // var MAT_REFLMASK = 0xA34C;
  711. // var MAT_SXP_REFLMASK_DATA = 0xA338;
  712. // var MAT_ACUBIC = 0xA310;
  713. var MAT_MAPNAME = 0xA300;
  714. // var MAT_MAP_TILING = 0xA351;
  715. // var MAT_MAP_TEXBLUR = 0xA353;
  716. var MAT_MAP_USCALE = 0xA354;
  717. var MAT_MAP_VSCALE = 0xA356;
  718. var MAT_MAP_UOFFSET = 0xA358;
  719. var MAT_MAP_VOFFSET = 0xA35A;
  720. // var MAT_MAP_ANG = 0xA35C;
  721. // var MAT_MAP_COL1 = 0xA360;
  722. // var MAT_MAP_COL2 = 0xA362;
  723. // var MAT_MAP_RCOL = 0xA364;
  724. // var MAT_MAP_GCOL = 0xA366;
  725. // var MAT_MAP_BCOL = 0xA368;
  726. var NAMED_OBJECT = 0x4000;
  727. // var N_DIRECT_LIGHT = 0x4600;
  728. // var DL_OFF = 0x4620;
  729. // var DL_OUTER_RANGE = 0x465A;
  730. // var DL_INNER_RANGE = 0x4659;
  731. // var DL_MULTIPLIER = 0x465B;
  732. // var DL_EXCLUDE = 0x4654;
  733. // var DL_ATTENUATE = 0x4625;
  734. // var DL_SPOTLIGHT = 0x4610;
  735. // var DL_SPOT_ROLL = 0x4656;
  736. // var DL_SHADOWED = 0x4630;
  737. // var DL_LOCAL_SHADOW2 = 0x4641;
  738. // var DL_SEE_CONE = 0x4650;
  739. // var DL_SPOT_RECTANGULAR = 0x4651;
  740. // var DL_SPOT_ASPECT = 0x4657;
  741. // var DL_SPOT_PROJECTOR = 0x4653;
  742. // var DL_SPOT_OVERSHOOT = 0x4652;
  743. // var DL_RAY_BIAS = 0x4658;
  744. // var DL_RAYSHAD = 0x4627;
  745. // var N_CAMERA = 0x4700;
  746. // var CAM_SEE_CONE = 0x4710;
  747. // var CAM_RANGES = 0x4720;
  748. // var OBJ_HIDDEN = 0x4010;
  749. // var OBJ_VIS_LOFTER = 0x4011;
  750. // var OBJ_DOESNT_CAST = 0x4012;
  751. // var OBJ_DONT_RECVSHADOW = 0x4017;
  752. // var OBJ_MATTE = 0x4013;
  753. // var OBJ_FAST = 0x4014;
  754. // var OBJ_PROCEDURAL = 0x4015;
  755. // var OBJ_FROZEN = 0x4016;
  756. var N_TRI_OBJECT = 0x4100;
  757. var POINT_ARRAY = 0x4110;
  758. // var POINT_FLAG_ARRAY = 0x4111;
  759. var FACE_ARRAY = 0x4120;
  760. var MSH_MAT_GROUP = 0x4130;
  761. // var SMOOTH_GROUP = 0x4150;
  762. // var MSH_BOXMAP = 0x4190;
  763. var TEX_VERTS = 0x4140;
  764. var MESH_MATRIX = 0x4160;
  765. // var MESH_COLOR = 0x4165;
  766. // var MESH_TEXTURE_INFO = 0x4170;
  767. // var KFDATA = 0xB000;
  768. // var KFHDR = 0xB00A;
  769. // var KFSEG = 0xB008;
  770. // var KFCURTIME = 0xB009;
  771. // var AMBIENT_NODE_TAG = 0xB001;
  772. // var OBJECT_NODE_TAG = 0xB002;
  773. // var CAMERA_NODE_TAG = 0xB003;
  774. // var TARGET_NODE_TAG = 0xB004;
  775. // var LIGHT_NODE_TAG = 0xB005;
  776. // var L_TARGET_NODE_TAG = 0xB006;
  777. // var SPOTLIGHT_NODE_TAG = 0xB007;
  778. // var NODE_ID = 0xB030;
  779. // var NODE_HDR = 0xB010;
  780. // var PIVOT = 0xB013;
  781. // var INSTANCE_NAME = 0xB011;
  782. // var MORPH_SMOOTH = 0xB015;
  783. // var BOUNDBOX = 0xB014;
  784. // var POS_TRACK_TAG = 0xB020;
  785. // var COL_TRACK_TAG = 0xB025;
  786. // var ROT_TRACK_TAG = 0xB021;
  787. // var SCL_TRACK_TAG = 0xB022;
  788. // var MORPH_TRACK_TAG = 0xB026;
  789. // var FOV_TRACK_TAG = 0xB023;
  790. // var ROLL_TRACK_TAG = 0xB024;
  791. // var HOT_TRACK_TAG = 0xB027;
  792. // var FALL_TRACK_TAG = 0xB028;
  793. // var HIDE_TRACK_TAG = 0xB029;
  794. // var POLY_2D = 0x5000;
  795. // var SHAPE_OK = 0x5010;
  796. // var SHAPE_NOT_OK = 0x5011;
  797. // var SHAPE_HOOK = 0x5020;
  798. // var PATH_3D = 0x6000;
  799. // var PATH_MATRIX = 0x6005;
  800. // var SHAPE_2D = 0x6010;
  801. // var M_SCALE = 0x6020;
  802. // var M_TWIST = 0x6030;
  803. // var M_TEETER = 0x6040;
  804. // var M_FIT = 0x6050;
  805. // var M_BEVEL = 0x6060;
  806. // var XZ_CURVE = 0x6070;
  807. // var YZ_CURVE = 0x6080;
  808. // var INTERPCT = 0x6090;
  809. // var DEFORM_LIMIT = 0x60A0;
  810. // var USE_CONTOUR = 0x6100;
  811. // var USE_TWEEN = 0x6110;
  812. // var USE_SCALE = 0x6120;
  813. // var USE_TWIST = 0x6130;
  814. // var USE_TEETER = 0x6140;
  815. // var USE_FIT = 0x6150;
  816. // var USE_BEVEL = 0x6160;
  817. // var DEFAULT_VIEW = 0x3000;
  818. // var VIEW_TOP = 0x3010;
  819. // var VIEW_BOTTOM = 0x3020;
  820. // var VIEW_LEFT = 0x3030;
  821. // var VIEW_RIGHT = 0x3040;
  822. // var VIEW_FRONT = 0x3050;
  823. // var VIEW_BACK = 0x3060;
  824. // var VIEW_USER = 0x3070;
  825. // var VIEW_CAMERA = 0x3080;
  826. // var VIEW_WINDOW = 0x3090;
  827. // var VIEWPORT_LAYOUT_OLD = 0x7000;
  828. // var VIEWPORT_DATA_OLD = 0x7010;
  829. // var VIEWPORT_LAYOUT = 0x7001;
  830. // var VIEWPORT_DATA = 0x7011;
  831. // var VIEWPORT_DATA_3 = 0x7012;
  832. // var VIEWPORT_SIZE = 0x7020;
  833. // var NETWORK_VIEW = 0x7030;