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. import {
  12. AdditiveBlending,
  13. BufferGeometry,
  14. Color,
  15. DoubleSide,
  16. FileLoader,
  17. Float32BufferAttribute,
  18. Group,
  19. Loader,
  20. LoaderUtils,
  21. Matrix4,
  22. Mesh,
  23. MeshPhongMaterial,
  24. TextureLoader
  25. } from "../../../build/three.module.js";
  26. var TDSLoader = function ( manager ) {
  27. Loader.call( this, manager );
  28. this.debug = false;
  29. this.group = null;
  30. this.position = 0;
  31. this.materials = [];
  32. this.meshes = [];
  33. };
  34. TDSLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  35. constructor: TDSLoader,
  36. /**
  37. * Load 3ds file from url.
  38. *
  39. * @method load
  40. * @param {[type]} url URL for the file.
  41. * @param {Function} onLoad onLoad callback, receives group Object3D as argument.
  42. * @param {Function} onProgress onProgress callback.
  43. * @param {Function} onError onError callback.
  44. */
  45. load: function ( url, onLoad, onProgress, onError ) {
  46. var scope = this;
  47. var path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
  48. var loader = new FileLoader( this.manager );
  49. loader.setPath( this.path );
  50. loader.setResponseType( 'arraybuffer' );
  51. loader.load( url, function ( data ) {
  52. onLoad( scope.parse( data, path ) );
  53. }, onProgress, onError );
  54. },
  55. /**
  56. * Parse arraybuffer data and load 3ds file.
  57. *
  58. * @method parse
  59. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  60. * @param {String} path Path for external resources.
  61. * @return {Group} Group loaded from 3ds file.
  62. */
  63. parse: function ( arraybuffer, path ) {
  64. this.group = new Group();
  65. this.position = 0;
  66. this.materials = [];
  67. this.meshes = [];
  68. this.readFile( arraybuffer, path );
  69. for ( var i = 0; i < this.meshes.length; i ++ ) {
  70. this.group.add( this.meshes[ i ] );
  71. }
  72. return this.group;
  73. },
  74. /**
  75. * Decode file content to read 3ds data.
  76. *
  77. * @method readFile
  78. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  79. * @param {String} path Path for external resources.
  80. */
  81. readFile: function ( arraybuffer, path ) {
  82. var data = new DataView( arraybuffer );
  83. var chunk = this.readChunk( data );
  84. if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  85. var next = this.nextChunk( data, chunk );
  86. while ( next !== 0 ) {
  87. if ( next === M3D_VERSION ) {
  88. var version = this.readDWord( data );
  89. this.debugMessage( '3DS file version: ' + version );
  90. } else if ( next === MDATA ) {
  91. this.resetPosition( data );
  92. this.readMeshData( data, path );
  93. } else {
  94. this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  95. }
  96. next = this.nextChunk( data, chunk );
  97. }
  98. }
  99. this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  100. },
  101. /**
  102. * Read mesh data chunk.
  103. *
  104. * @method readMeshData
  105. * @param {Dataview} data Dataview in use.
  106. * @param {String} path Path for external resources.
  107. */
  108. readMeshData: function ( data, path ) {
  109. var chunk = this.readChunk( data );
  110. var next = this.nextChunk( data, chunk );
  111. while ( next !== 0 ) {
  112. if ( next === MESH_VERSION ) {
  113. var version = + this.readDWord( data );
  114. this.debugMessage( 'Mesh Version: ' + version );
  115. } else if ( next === MASTER_SCALE ) {
  116. var scale = this.readFloat( data );
  117. this.debugMessage( 'Master scale: ' + scale );
  118. this.group.scale.set( scale, scale, scale );
  119. } else if ( next === NAMED_OBJECT ) {
  120. this.debugMessage( 'Named Object' );
  121. this.resetPosition( data );
  122. this.readNamedObject( data );
  123. } else if ( next === MAT_ENTRY ) {
  124. this.debugMessage( 'Material' );
  125. this.resetPosition( data );
  126. this.readMaterialEntry( data, path );
  127. } else {
  128. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  129. }
  130. next = this.nextChunk( data, chunk );
  131. }
  132. },
  133. /**
  134. * Read named object chunk.
  135. *
  136. * @method readNamedObject
  137. * @param {Dataview} data Dataview in use.
  138. */
  139. readNamedObject: function ( data ) {
  140. var chunk = this.readChunk( data );
  141. var name = this.readString( data, 64 );
  142. chunk.cur = this.position;
  143. var next = this.nextChunk( data, chunk );
  144. while ( next !== 0 ) {
  145. if ( next === N_TRI_OBJECT ) {
  146. this.resetPosition( data );
  147. var mesh = this.readMesh( data );
  148. mesh.name = name;
  149. this.meshes.push( mesh );
  150. } else {
  151. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  152. }
  153. next = this.nextChunk( data, chunk );
  154. }
  155. this.endChunk( chunk );
  156. },
  157. /**
  158. * Read material data chunk and add it to the material list.
  159. *
  160. * @method readMaterialEntry
  161. * @param {Dataview} data Dataview in use.
  162. * @param {String} path Path for external resources.
  163. */
  164. readMaterialEntry: function ( data, path ) {
  165. var chunk = this.readChunk( data );
  166. var next = this.nextChunk( data, chunk );
  167. var material = new MeshPhongMaterial();
  168. while ( next !== 0 ) {
  169. if ( next === MAT_NAME ) {
  170. material.name = this.readString( data, 64 );
  171. this.debugMessage( ' Name: ' + material.name );
  172. } else if ( next === MAT_WIRE ) {
  173. this.debugMessage( ' Wireframe' );
  174. material.wireframe = true;
  175. } else if ( next === MAT_WIRE_SIZE ) {
  176. var value = this.readByte( data );
  177. material.wireframeLinewidth = value;
  178. this.debugMessage( ' Wireframe Thickness: ' + value );
  179. } else if ( next === MAT_TWO_SIDE ) {
  180. material.side = DoubleSide;
  181. this.debugMessage( ' DoubleSided' );
  182. } else if ( next === MAT_ADDITIVE ) {
  183. this.debugMessage( ' Additive Blending' );
  184. material.blending = AdditiveBlending;
  185. } else if ( next === MAT_DIFFUSE ) {
  186. this.debugMessage( ' Diffuse Color' );
  187. material.color = this.readColor( data );
  188. } else if ( next === MAT_SPECULAR ) {
  189. this.debugMessage( ' Specular Color' );
  190. material.specular = this.readColor( data );
  191. } else if ( next === MAT_AMBIENT ) {
  192. this.debugMessage( ' Ambient color' );
  193. material.color = this.readColor( data );
  194. } else if ( next === MAT_SHININESS ) {
  195. var shininess = this.readWord( data );
  196. material.shininess = shininess;
  197. this.debugMessage( ' Shininess : ' + shininess );
  198. } else if ( next === MAT_TRANSPARENCY ) {
  199. var opacity = this.readWord( data );
  200. material.opacity = opacity * 0.01;
  201. this.debugMessage( ' Opacity : ' + opacity );
  202. material.transparent = opacity < 100 ? true : false;
  203. } else if ( next === MAT_TEXMAP ) {
  204. this.debugMessage( ' ColorMap' );
  205. this.resetPosition( data );
  206. material.map = this.readMap( data, path );
  207. } else if ( next === MAT_BUMPMAP ) {
  208. this.debugMessage( ' BumpMap' );
  209. this.resetPosition( data );
  210. material.bumpMap = this.readMap( data, path );
  211. } else if ( next === MAT_OPACMAP ) {
  212. this.debugMessage( ' OpacityMap' );
  213. this.resetPosition( data );
  214. material.alphaMap = this.readMap( data, path );
  215. } else if ( next === MAT_SPECMAP ) {
  216. this.debugMessage( ' SpecularMap' );
  217. this.resetPosition( data );
  218. material.specularMap = this.readMap( data, path );
  219. } else {
  220. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  221. }
  222. next = this.nextChunk( data, chunk );
  223. }
  224. this.endChunk( chunk );
  225. this.materials[ material.name ] = material;
  226. },
  227. /**
  228. * Read mesh data chunk.
  229. *
  230. * @method readMesh
  231. * @param {Dataview} data Dataview in use.
  232. * @return {Mesh} The parsed mesh.
  233. */
  234. readMesh: function ( data ) {
  235. var chunk = this.readChunk( data );
  236. var next = this.nextChunk( data, chunk );
  237. var geometry = new BufferGeometry();
  238. var uvs = [];
  239. var material = new MeshPhongMaterial();
  240. var mesh = new Mesh( geometry, material );
  241. mesh.name = 'mesh';
  242. while ( next !== 0 ) {
  243. if ( next === POINT_ARRAY ) {
  244. var points = this.readWord( data );
  245. this.debugMessage( ' Vertex: ' + points );
  246. //BufferGeometry
  247. var vertices = [];
  248. for ( var i = 0; i < points; i ++ ) {
  249. vertices.push( this.readFloat( data ) );
  250. vertices.push( this.readFloat( data ) );
  251. vertices.push( this.readFloat( data ) );
  252. }
  253. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  254. } else if ( next === FACE_ARRAY ) {
  255. this.resetPosition( data );
  256. this.readFaceArray( data, mesh );
  257. } else if ( next === TEX_VERTS ) {
  258. var texels = this.readWord( data );
  259. this.debugMessage( ' UV: ' + texels );
  260. //BufferGeometry
  261. var uvs = [];
  262. for ( var i = 0; i < texels; i ++ ) {
  263. uvs.push( this.readFloat( data ) );
  264. uvs.push( this.readFloat( data ) );
  265. }
  266. geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  267. } else if ( next === MESH_MATRIX ) {
  268. this.debugMessage( ' Tranformation Matrix (TODO)' );
  269. var values = [];
  270. for ( var i = 0; i < 12; i ++ ) {
  271. values[ i ] = this.readFloat( data );
  272. }
  273. var matrix = new Matrix4();
  274. //X Line
  275. matrix.elements[ 0 ] = values[ 0 ];
  276. matrix.elements[ 1 ] = values[ 6 ];
  277. matrix.elements[ 2 ] = values[ 3 ];
  278. matrix.elements[ 3 ] = values[ 9 ];
  279. //Y Line
  280. matrix.elements[ 4 ] = values[ 2 ];
  281. matrix.elements[ 5 ] = values[ 8 ];
  282. matrix.elements[ 6 ] = values[ 5 ];
  283. matrix.elements[ 7 ] = values[ 11 ];
  284. //Z Line
  285. matrix.elements[ 8 ] = values[ 1 ];
  286. matrix.elements[ 9 ] = values[ 7 ];
  287. matrix.elements[ 10 ] = values[ 4 ];
  288. matrix.elements[ 11 ] = values[ 10 ];
  289. //W Line
  290. matrix.elements[ 12 ] = 0;
  291. matrix.elements[ 13 ] = 0;
  292. matrix.elements[ 14 ] = 0;
  293. matrix.elements[ 15 ] = 1;
  294. matrix.transpose();
  295. var inverse = new Matrix4();
  296. inverse.getInverse( matrix, true );
  297. geometry.applyMatrix( inverse );
  298. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  299. } else {
  300. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  301. }
  302. next = this.nextChunk( data, chunk );
  303. }
  304. this.endChunk( chunk );
  305. geometry.computeVertexNormals();
  306. return mesh;
  307. },
  308. /**
  309. * Read face array data chunk.
  310. *
  311. * @method readFaceArray
  312. * @param {Dataview} data Dataview in use.
  313. * @param {Mesh} mesh Mesh to be filled with the data read.
  314. */
  315. readFaceArray: function ( data, mesh ) {
  316. var chunk = this.readChunk( data );
  317. var faces = this.readWord( data );
  318. this.debugMessage( ' Faces: ' + faces );
  319. var index = [];
  320. for ( var i = 0; i < faces; ++ i ) {
  321. index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) );
  322. this.readWord( data ); // visibility
  323. }
  324. mesh.geometry.setIndex( index );
  325. //The rest of the FACE_ARRAY chunk is subchunks
  326. while ( this.position < chunk.end ) {
  327. var chunk = this.readChunk( data );
  328. if ( chunk.id === MSH_MAT_GROUP ) {
  329. this.debugMessage( ' Material Group' );
  330. this.resetPosition( data );
  331. var group = this.readMaterialGroup( data );
  332. var material = this.materials[ group.name ];
  333. if ( material !== undefined ) {
  334. mesh.material = material;
  335. if ( material.name === '' ) {
  336. material.name = mesh.name;
  337. }
  338. }
  339. } else {
  340. this.debugMessage( ' Unknown face array chunk: ' + chunk.toString( 16 ) );
  341. }
  342. this.endChunk( chunk );
  343. }
  344. this.endChunk( chunk );
  345. },
  346. /**
  347. * Read texture map data chunk.
  348. *
  349. * @method readMap
  350. * @param {Dataview} data Dataview in use.
  351. * @param {String} path Path for external resources.
  352. * @return {Texture} Texture read from this data chunk.
  353. */
  354. readMap: function ( data, path ) {
  355. var chunk = this.readChunk( data );
  356. var next = this.nextChunk( data, chunk );
  357. var texture = {};
  358. var loader = new TextureLoader( this.manager );
  359. loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  360. while ( next !== 0 ) {
  361. if ( next === MAT_MAPNAME ) {
  362. var name = this.readString( data, 128 );
  363. texture = loader.load( name );
  364. this.debugMessage( ' File: ' + path + name );
  365. } else if ( next === MAT_MAP_UOFFSET ) {
  366. texture.offset.x = this.readFloat( data );
  367. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  368. } else if ( next === MAT_MAP_VOFFSET ) {
  369. texture.offset.y = this.readFloat( data );
  370. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  371. } else if ( next === MAT_MAP_USCALE ) {
  372. texture.repeat.x = this.readFloat( data );
  373. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  374. } else if ( next === MAT_MAP_VSCALE ) {
  375. texture.repeat.y = this.readFloat( data );
  376. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  377. } else {
  378. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  379. }
  380. next = this.nextChunk( data, chunk );
  381. }
  382. this.endChunk( chunk );
  383. return texture;
  384. },
  385. /**
  386. * Read material group data chunk.
  387. *
  388. * @method readMaterialGroup
  389. * @param {Dataview} data Dataview in use.
  390. * @return {Object} Object with name and index of the object.
  391. */
  392. readMaterialGroup: function ( data ) {
  393. this.readChunk( data );
  394. var name = this.readString( data, 64 );
  395. var numFaces = this.readWord( data );
  396. this.debugMessage( ' Name: ' + name );
  397. this.debugMessage( ' Faces: ' + numFaces );
  398. var index = [];
  399. for ( var i = 0; i < numFaces; ++ i ) {
  400. index.push( this.readWord( data ) );
  401. }
  402. return { name: name, index: index };
  403. },
  404. /**
  405. * Read a color value.
  406. *
  407. * @method readColor
  408. * @param {DataView} data Dataview.
  409. * @return {Color} Color value read..
  410. */
  411. readColor: function ( data ) {
  412. var chunk = this.readChunk( data );
  413. var color = new Color();
  414. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  415. var r = this.readByte( data );
  416. var g = this.readByte( data );
  417. var b = this.readByte( data );
  418. color.setRGB( r / 255, g / 255, b / 255 );
  419. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  420. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  421. var r = this.readFloat( data );
  422. var g = this.readFloat( data );
  423. var b = this.readFloat( data );
  424. color.setRGB( r, g, b );
  425. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  426. } else {
  427. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  428. }
  429. this.endChunk( chunk );
  430. return color;
  431. },
  432. /**
  433. * Read next chunk of data.
  434. *
  435. * @method readChunk
  436. * @param {DataView} data Dataview.
  437. * @return {Object} Chunk of data read.
  438. */
  439. readChunk: function ( data ) {
  440. var chunk = {};
  441. chunk.cur = this.position;
  442. chunk.id = this.readWord( data );
  443. chunk.size = this.readDWord( data );
  444. chunk.end = chunk.cur + chunk.size;
  445. chunk.cur += 6;
  446. return chunk;
  447. },
  448. /**
  449. * Set position to the end of the current chunk of data.
  450. *
  451. * @method endChunk
  452. * @param {Object} chunk Data chunk.
  453. */
  454. endChunk: function ( chunk ) {
  455. this.position = chunk.end;
  456. },
  457. /**
  458. * Move to the next data chunk.
  459. *
  460. * @method nextChunk
  461. * @param {DataView} data Dataview.
  462. * @param {Object} chunk Data chunk.
  463. */
  464. nextChunk: function ( data, chunk ) {
  465. if ( chunk.cur >= chunk.end ) {
  466. return 0;
  467. }
  468. this.position = chunk.cur;
  469. try {
  470. var next = this.readChunk( data );
  471. chunk.cur += next.size;
  472. return next.id;
  473. } catch ( e ) {
  474. this.debugMessage( 'Unable to read chunk at ' + this.position );
  475. return 0;
  476. }
  477. },
  478. /**
  479. * Reset dataview position.
  480. *
  481. * @method resetPosition
  482. */
  483. resetPosition: function () {
  484. this.position -= 6;
  485. },
  486. /**
  487. * Read byte value.
  488. *
  489. * @method readByte
  490. * @param {DataView} data Dataview to read data from.
  491. * @return {Number} Data read from the dataview.
  492. */
  493. readByte: function ( data ) {
  494. var v = data.getUint8( this.position, true );
  495. this.position += 1;
  496. return v;
  497. },
  498. /**
  499. * Read 32 bit float value.
  500. *
  501. * @method readFloat
  502. * @param {DataView} data Dataview to read data from.
  503. * @return {Number} Data read from the dataview.
  504. */
  505. readFloat: function ( data ) {
  506. try {
  507. var v = data.getFloat32( this.position, true );
  508. this.position += 4;
  509. return v;
  510. } catch ( e ) {
  511. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  512. }
  513. },
  514. /**
  515. * Read 32 bit signed integer value.
  516. *
  517. * @method readInt
  518. * @param {DataView} data Dataview to read data from.
  519. * @return {Number} Data read from the dataview.
  520. */
  521. readInt: function ( data ) {
  522. var v = data.getInt32( this.position, true );
  523. this.position += 4;
  524. return v;
  525. },
  526. /**
  527. * Read 16 bit signed integer value.
  528. *
  529. * @method readShort
  530. * @param {DataView} data Dataview to read data from.
  531. * @return {Number} Data read from the dataview.
  532. */
  533. readShort: function ( data ) {
  534. var v = data.getInt16( this.position, true );
  535. this.position += 2;
  536. return v;
  537. },
  538. /**
  539. * Read 64 bit unsigned integer value.
  540. *
  541. * @method readDWord
  542. * @param {DataView} data Dataview to read data from.
  543. * @return {Number} Data read from the dataview.
  544. */
  545. readDWord: function ( data ) {
  546. var v = data.getUint32( this.position, true );
  547. this.position += 4;
  548. return v;
  549. },
  550. /**
  551. * Read 32 bit unsigned integer value.
  552. *
  553. * @method readWord
  554. * @param {DataView} data Dataview to read data from.
  555. * @return {Number} Data read from the dataview.
  556. */
  557. readWord: function ( data ) {
  558. var v = data.getUint16( this.position, true );
  559. this.position += 2;
  560. return v;
  561. },
  562. /**
  563. * Read string value.
  564. *
  565. * @method readString
  566. * @param {DataView} data Dataview to read data from.
  567. * @param {Number} maxLength Max size of the string to be read.
  568. * @return {String} Data read from the dataview.
  569. */
  570. readString: function ( data, maxLength ) {
  571. var s = '';
  572. for ( var i = 0; i < maxLength; i ++ ) {
  573. var c = this.readByte( data );
  574. if ( ! c ) {
  575. break;
  576. }
  577. s += String.fromCharCode( c );
  578. }
  579. return s;
  580. },
  581. /**
  582. * Print debug message to the console.
  583. *
  584. * Is controlled by a flag to show or hide debug messages.
  585. *
  586. * @method debugMessage
  587. * @param {Object} message Debug message to print to the console.
  588. */
  589. debugMessage: function ( message ) {
  590. if ( this.debug ) {
  591. console.log( message );
  592. }
  593. }
  594. } );
  595. // var NULL_CHUNK = 0x0000;
  596. var M3DMAGIC = 0x4D4D;
  597. // var SMAGIC = 0x2D2D;
  598. // var LMAGIC = 0x2D3D;
  599. var MLIBMAGIC = 0x3DAA;
  600. // var MATMAGIC = 0x3DFF;
  601. var CMAGIC = 0xC23D;
  602. var M3D_VERSION = 0x0002;
  603. // var M3D_KFVERSION = 0x0005;
  604. var COLOR_F = 0x0010;
  605. var COLOR_24 = 0x0011;
  606. var LIN_COLOR_24 = 0x0012;
  607. var LIN_COLOR_F = 0x0013;
  608. // var INT_PERCENTAGE = 0x0030;
  609. // var FLOAT_PERCENTAGE = 0x0031;
  610. var MDATA = 0x3D3D;
  611. var MESH_VERSION = 0x3D3E;
  612. var MASTER_SCALE = 0x0100;
  613. // var LO_SHADOW_BIAS = 0x1400;
  614. // var HI_SHADOW_BIAS = 0x1410;
  615. // var SHADOW_MAP_SIZE = 0x1420;
  616. // var SHADOW_SAMPLES = 0x1430;
  617. // var SHADOW_RANGE = 0x1440;
  618. // var SHADOW_FILTER = 0x1450;
  619. // var RAY_BIAS = 0x1460;
  620. // var O_CONSTS = 0x1500;
  621. // var AMBIENT_LIGHT = 0x2100;
  622. // var BIT_MAP = 0x1100;
  623. // var SOLID_BGND = 0x1200;
  624. // var V_GRADIENT = 0x1300;
  625. // var USE_BIT_MAP = 0x1101;
  626. // var USE_SOLID_BGND = 0x1201;
  627. // var USE_V_GRADIENT = 0x1301;
  628. // var FOG = 0x2200;
  629. // var FOG_BGND = 0x2210;
  630. // var LAYER_FOG = 0x2302;
  631. // var DISTANCE_CUE = 0x2300;
  632. // var DCUE_BGND = 0x2310;
  633. // var USE_FOG = 0x2201;
  634. // var USE_LAYER_FOG = 0x2303;
  635. // var USE_DISTANCE_CUE = 0x2301;
  636. var MAT_ENTRY = 0xAFFF;
  637. var MAT_NAME = 0xA000;
  638. var MAT_AMBIENT = 0xA010;
  639. var MAT_DIFFUSE = 0xA020;
  640. var MAT_SPECULAR = 0xA030;
  641. var MAT_SHININESS = 0xA040;
  642. // var MAT_SHIN2PCT = 0xA041;
  643. var MAT_TRANSPARENCY = 0xA050;
  644. // var MAT_XPFALL = 0xA052;
  645. // var MAT_USE_XPFALL = 0xA240;
  646. // var MAT_REFBLUR = 0xA053;
  647. // var MAT_SHADING = 0xA100;
  648. // var MAT_USE_REFBLUR = 0xA250;
  649. // var MAT_SELF_ILLUM = 0xA084;
  650. var MAT_TWO_SIDE = 0xA081;
  651. // var MAT_DECAL = 0xA082;
  652. var MAT_ADDITIVE = 0xA083;
  653. var MAT_WIRE = 0xA085;
  654. // var MAT_FACEMAP = 0xA088;
  655. // var MAT_TRANSFALLOFF_IN = 0xA08A;
  656. // var MAT_PHONGSOFT = 0xA08C;
  657. // var MAT_WIREABS = 0xA08E;
  658. var MAT_WIRE_SIZE = 0xA087;
  659. var MAT_TEXMAP = 0xA200;
  660. // var MAT_SXP_TEXT_DATA = 0xA320;
  661. // var MAT_TEXMASK = 0xA33E;
  662. // var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  663. // var MAT_TEX2MAP = 0xA33A;
  664. // var MAT_SXP_TEXT2_DATA = 0xA321;
  665. // var MAT_TEX2MASK = 0xA340;
  666. // var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  667. var MAT_OPACMAP = 0xA210;
  668. // var MAT_SXP_OPAC_DATA = 0xA322;
  669. // var MAT_OPACMASK = 0xA342;
  670. // var MAT_SXP_OPACMASK_DATA = 0xA32E;
  671. var MAT_BUMPMAP = 0xA230;
  672. // var MAT_SXP_BUMP_DATA = 0xA324;
  673. // var MAT_BUMPMASK = 0xA344;
  674. // var MAT_SXP_BUMPMASK_DATA = 0xA330;
  675. var MAT_SPECMAP = 0xA204;
  676. // var MAT_SXP_SPEC_DATA = 0xA325;
  677. // var MAT_SPECMASK = 0xA348;
  678. // var MAT_SXP_SPECMASK_DATA = 0xA332;
  679. // var MAT_SHINMAP = 0xA33C;
  680. // var MAT_SXP_SHIN_DATA = 0xA326;
  681. // var MAT_SHINMASK = 0xA346;
  682. // var MAT_SXP_SHINMASK_DATA = 0xA334;
  683. // var MAT_SELFIMAP = 0xA33D;
  684. // var MAT_SXP_SELFI_DATA = 0xA328;
  685. // var MAT_SELFIMASK = 0xA34A;
  686. // var MAT_SXP_SELFIMASK_DATA = 0xA336;
  687. // var MAT_REFLMAP = 0xA220;
  688. // var MAT_REFLMASK = 0xA34C;
  689. // var MAT_SXP_REFLMASK_DATA = 0xA338;
  690. // var MAT_ACUBIC = 0xA310;
  691. var MAT_MAPNAME = 0xA300;
  692. // var MAT_MAP_TILING = 0xA351;
  693. // var MAT_MAP_TEXBLUR = 0xA353;
  694. var MAT_MAP_USCALE = 0xA354;
  695. var MAT_MAP_VSCALE = 0xA356;
  696. var MAT_MAP_UOFFSET = 0xA358;
  697. var MAT_MAP_VOFFSET = 0xA35A;
  698. // var MAT_MAP_ANG = 0xA35C;
  699. // var MAT_MAP_COL1 = 0xA360;
  700. // var MAT_MAP_COL2 = 0xA362;
  701. // var MAT_MAP_RCOL = 0xA364;
  702. // var MAT_MAP_GCOL = 0xA366;
  703. // var MAT_MAP_BCOL = 0xA368;
  704. var NAMED_OBJECT = 0x4000;
  705. // var N_DIRECT_LIGHT = 0x4600;
  706. // var DL_OFF = 0x4620;
  707. // var DL_OUTER_RANGE = 0x465A;
  708. // var DL_INNER_RANGE = 0x4659;
  709. // var DL_MULTIPLIER = 0x465B;
  710. // var DL_EXCLUDE = 0x4654;
  711. // var DL_ATTENUATE = 0x4625;
  712. // var DL_SPOTLIGHT = 0x4610;
  713. // var DL_SPOT_ROLL = 0x4656;
  714. // var DL_SHADOWED = 0x4630;
  715. // var DL_LOCAL_SHADOW2 = 0x4641;
  716. // var DL_SEE_CONE = 0x4650;
  717. // var DL_SPOT_RECTANGULAR = 0x4651;
  718. // var DL_SPOT_ASPECT = 0x4657;
  719. // var DL_SPOT_PROJECTOR = 0x4653;
  720. // var DL_SPOT_OVERSHOOT = 0x4652;
  721. // var DL_RAY_BIAS = 0x4658;
  722. // var DL_RAYSHAD = 0x4627;
  723. // var N_CAMERA = 0x4700;
  724. // var CAM_SEE_CONE = 0x4710;
  725. // var CAM_RANGES = 0x4720;
  726. // var OBJ_HIDDEN = 0x4010;
  727. // var OBJ_VIS_LOFTER = 0x4011;
  728. // var OBJ_DOESNT_CAST = 0x4012;
  729. // var OBJ_DONT_RECVSHADOW = 0x4017;
  730. // var OBJ_MATTE = 0x4013;
  731. // var OBJ_FAST = 0x4014;
  732. // var OBJ_PROCEDURAL = 0x4015;
  733. // var OBJ_FROZEN = 0x4016;
  734. var N_TRI_OBJECT = 0x4100;
  735. var POINT_ARRAY = 0x4110;
  736. // var POINT_FLAG_ARRAY = 0x4111;
  737. var FACE_ARRAY = 0x4120;
  738. var MSH_MAT_GROUP = 0x4130;
  739. // var SMOOTH_GROUP = 0x4150;
  740. // var MSH_BOXMAP = 0x4190;
  741. var TEX_VERTS = 0x4140;
  742. var MESH_MATRIX = 0x4160;
  743. // var MESH_COLOR = 0x4165;
  744. // var MESH_TEXTURE_INFO = 0x4170;
  745. // var KFDATA = 0xB000;
  746. // var KFHDR = 0xB00A;
  747. // var KFSEG = 0xB008;
  748. // var KFCURTIME = 0xB009;
  749. // var AMBIENT_NODE_TAG = 0xB001;
  750. // var OBJECT_NODE_TAG = 0xB002;
  751. // var CAMERA_NODE_TAG = 0xB003;
  752. // var TARGET_NODE_TAG = 0xB004;
  753. // var LIGHT_NODE_TAG = 0xB005;
  754. // var L_TARGET_NODE_TAG = 0xB006;
  755. // var SPOTLIGHT_NODE_TAG = 0xB007;
  756. // var NODE_ID = 0xB030;
  757. // var NODE_HDR = 0xB010;
  758. // var PIVOT = 0xB013;
  759. // var INSTANCE_NAME = 0xB011;
  760. // var MORPH_SMOOTH = 0xB015;
  761. // var BOUNDBOX = 0xB014;
  762. // var POS_TRACK_TAG = 0xB020;
  763. // var COL_TRACK_TAG = 0xB025;
  764. // var ROT_TRACK_TAG = 0xB021;
  765. // var SCL_TRACK_TAG = 0xB022;
  766. // var MORPH_TRACK_TAG = 0xB026;
  767. // var FOV_TRACK_TAG = 0xB023;
  768. // var ROLL_TRACK_TAG = 0xB024;
  769. // var HOT_TRACK_TAG = 0xB027;
  770. // var FALL_TRACK_TAG = 0xB028;
  771. // var HIDE_TRACK_TAG = 0xB029;
  772. // var POLY_2D = 0x5000;
  773. // var SHAPE_OK = 0x5010;
  774. // var SHAPE_NOT_OK = 0x5011;
  775. // var SHAPE_HOOK = 0x5020;
  776. // var PATH_3D = 0x6000;
  777. // var PATH_MATRIX = 0x6005;
  778. // var SHAPE_2D = 0x6010;
  779. // var M_SCALE = 0x6020;
  780. // var M_TWIST = 0x6030;
  781. // var M_TEETER = 0x6040;
  782. // var M_FIT = 0x6050;
  783. // var M_BEVEL = 0x6060;
  784. // var XZ_CURVE = 0x6070;
  785. // var YZ_CURVE = 0x6080;
  786. // var INTERPCT = 0x6090;
  787. // var DEFORM_LIMIT = 0x60A0;
  788. // var USE_CONTOUR = 0x6100;
  789. // var USE_TWEEN = 0x6110;
  790. // var USE_SCALE = 0x6120;
  791. // var USE_TWIST = 0x6130;
  792. // var USE_TEETER = 0x6140;
  793. // var USE_FIT = 0x6150;
  794. // var USE_BEVEL = 0x6160;
  795. // var DEFAULT_VIEW = 0x3000;
  796. // var VIEW_TOP = 0x3010;
  797. // var VIEW_BOTTOM = 0x3020;
  798. // var VIEW_LEFT = 0x3030;
  799. // var VIEW_RIGHT = 0x3040;
  800. // var VIEW_FRONT = 0x3050;
  801. // var VIEW_BACK = 0x3060;
  802. // var VIEW_USER = 0x3070;
  803. // var VIEW_CAMERA = 0x3080;
  804. // var VIEW_WINDOW = 0x3090;
  805. // var VIEWPORT_LAYOUT_OLD = 0x7000;
  806. // var VIEWPORT_DATA_OLD = 0x7010;
  807. // var VIEWPORT_LAYOUT = 0x7001;
  808. // var VIEWPORT_DATA = 0x7011;
  809. // var VIEWPORT_DATA_3 = 0x7012;
  810. // var VIEWPORT_SIZE = 0x7020;
  811. // var NETWORK_VIEW = 0x7030;
  812. export { TDSLoader };