TDSLoader.js 24 KB

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  1. import {
  2. AdditiveBlending,
  3. BufferGeometry,
  4. Color,
  5. DoubleSide,
  6. FileLoader,
  7. Float32BufferAttribute,
  8. Group,
  9. Loader,
  10. LoaderUtils,
  11. Matrix4,
  12. Mesh,
  13. MeshPhongMaterial,
  14. TextureLoader
  15. } from "../../../build/three.module.js";
  16. /**
  17. * Autodesk 3DS three.js file loader, based on lib3ds.
  18. *
  19. * Loads geometry with uv and materials basic properties with texture support.
  20. *
  21. * @class TDSLoader
  22. * @constructor
  23. */
  24. var TDSLoader = function ( manager ) {
  25. Loader.call( this, manager );
  26. this.debug = false;
  27. this.group = null;
  28. this.position = 0;
  29. this.materials = [];
  30. this.meshes = [];
  31. };
  32. TDSLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  33. constructor: TDSLoader,
  34. /**
  35. * Load 3ds file from url.
  36. *
  37. * @method load
  38. * @param {[type]} url URL for the file.
  39. * @param {Function} onLoad onLoad callback, receives group Object3D as argument.
  40. * @param {Function} onProgress onProgress callback.
  41. * @param {Function} onError onError callback.
  42. */
  43. load: function ( url, onLoad, onProgress, onError ) {
  44. var scope = this;
  45. var path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
  46. var loader = new FileLoader( this.manager );
  47. loader.setPath( this.path );
  48. loader.setResponseType( 'arraybuffer' );
  49. loader.setRequestHeader( this.requestHeader );
  50. loader.load( url, function ( data ) {
  51. try {
  52. onLoad( scope.parse( data, path ) );
  53. } catch ( e ) {
  54. if ( onError ) {
  55. onError( e );
  56. } else {
  57. console.error( e );
  58. }
  59. scope.manager.itemError( url );
  60. }
  61. }, onProgress, onError );
  62. },
  63. /**
  64. * Parse arraybuffer data and load 3ds file.
  65. *
  66. * @method parse
  67. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  68. * @param {String} path Path for external resources.
  69. * @return {Group} Group loaded from 3ds file.
  70. */
  71. parse: function ( arraybuffer, path ) {
  72. this.group = new Group();
  73. this.position = 0;
  74. this.materials = [];
  75. this.meshes = [];
  76. this.readFile( arraybuffer, path );
  77. for ( var i = 0; i < this.meshes.length; i ++ ) {
  78. this.group.add( this.meshes[ i ] );
  79. }
  80. return this.group;
  81. },
  82. /**
  83. * Decode file content to read 3ds data.
  84. *
  85. * @method readFile
  86. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  87. * @param {String} path Path for external resources.
  88. */
  89. readFile: function ( arraybuffer, path ) {
  90. var data = new DataView( arraybuffer );
  91. var chunk = this.readChunk( data );
  92. if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  93. var next = this.nextChunk( data, chunk );
  94. while ( next !== 0 ) {
  95. if ( next === M3D_VERSION ) {
  96. var version = this.readDWord( data );
  97. this.debugMessage( '3DS file version: ' + version );
  98. } else if ( next === MDATA ) {
  99. this.resetPosition( data );
  100. this.readMeshData( data, path );
  101. } else {
  102. this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  103. }
  104. next = this.nextChunk( data, chunk );
  105. }
  106. }
  107. this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  108. },
  109. /**
  110. * Read mesh data chunk.
  111. *
  112. * @method readMeshData
  113. * @param {Dataview} data Dataview in use.
  114. * @param {String} path Path for external resources.
  115. */
  116. readMeshData: function ( data, path ) {
  117. var chunk = this.readChunk( data );
  118. var next = this.nextChunk( data, chunk );
  119. while ( next !== 0 ) {
  120. if ( next === MESH_VERSION ) {
  121. var version = + this.readDWord( data );
  122. this.debugMessage( 'Mesh Version: ' + version );
  123. } else if ( next === MASTER_SCALE ) {
  124. var scale = this.readFloat( data );
  125. this.debugMessage( 'Master scale: ' + scale );
  126. this.group.scale.set( scale, scale, scale );
  127. } else if ( next === NAMED_OBJECT ) {
  128. this.debugMessage( 'Named Object' );
  129. this.resetPosition( data );
  130. this.readNamedObject( data );
  131. } else if ( next === MAT_ENTRY ) {
  132. this.debugMessage( 'Material' );
  133. this.resetPosition( data );
  134. this.readMaterialEntry( data, path );
  135. } else {
  136. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  137. }
  138. next = this.nextChunk( data, chunk );
  139. }
  140. },
  141. /**
  142. * Read named object chunk.
  143. *
  144. * @method readNamedObject
  145. * @param {Dataview} data Dataview in use.
  146. */
  147. readNamedObject: function ( data ) {
  148. var chunk = this.readChunk( data );
  149. var name = this.readString( data, 64 );
  150. chunk.cur = this.position;
  151. var next = this.nextChunk( data, chunk );
  152. while ( next !== 0 ) {
  153. if ( next === N_TRI_OBJECT ) {
  154. this.resetPosition( data );
  155. var mesh = this.readMesh( data );
  156. mesh.name = name;
  157. this.meshes.push( mesh );
  158. } else {
  159. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  160. }
  161. next = this.nextChunk( data, chunk );
  162. }
  163. this.endChunk( chunk );
  164. },
  165. /**
  166. * Read material data chunk and add it to the material list.
  167. *
  168. * @method readMaterialEntry
  169. * @param {Dataview} data Dataview in use.
  170. * @param {String} path Path for external resources.
  171. */
  172. readMaterialEntry: function ( data, path ) {
  173. var chunk = this.readChunk( data );
  174. var next = this.nextChunk( data, chunk );
  175. var material = new MeshPhongMaterial();
  176. while ( next !== 0 ) {
  177. if ( next === MAT_NAME ) {
  178. material.name = this.readString( data, 64 );
  179. this.debugMessage( ' Name: ' + material.name );
  180. } else if ( next === MAT_WIRE ) {
  181. this.debugMessage( ' Wireframe' );
  182. material.wireframe = true;
  183. } else if ( next === MAT_WIRE_SIZE ) {
  184. var value = this.readByte( data );
  185. material.wireframeLinewidth = value;
  186. this.debugMessage( ' Wireframe Thickness: ' + value );
  187. } else if ( next === MAT_TWO_SIDE ) {
  188. material.side = DoubleSide;
  189. this.debugMessage( ' DoubleSided' );
  190. } else if ( next === MAT_ADDITIVE ) {
  191. this.debugMessage( ' Additive Blending' );
  192. material.blending = AdditiveBlending;
  193. } else if ( next === MAT_DIFFUSE ) {
  194. this.debugMessage( ' Diffuse Color' );
  195. material.color = this.readColor( data );
  196. } else if ( next === MAT_SPECULAR ) {
  197. this.debugMessage( ' Specular Color' );
  198. material.specular = this.readColor( data );
  199. } else if ( next === MAT_AMBIENT ) {
  200. this.debugMessage( ' Ambient color' );
  201. material.color = this.readColor( data );
  202. } else if ( next === MAT_SHININESS ) {
  203. var shininess = this.readWord( data );
  204. material.shininess = shininess;
  205. this.debugMessage( ' Shininess : ' + shininess );
  206. } else if ( next === MAT_TRANSPARENCY ) {
  207. var opacity = this.readWord( data );
  208. material.opacity = opacity * 0.01;
  209. this.debugMessage( ' Opacity : ' + opacity );
  210. material.transparent = opacity < 100 ? true : false;
  211. } else if ( next === MAT_TEXMAP ) {
  212. this.debugMessage( ' ColorMap' );
  213. this.resetPosition( data );
  214. material.map = this.readMap( data, path );
  215. } else if ( next === MAT_BUMPMAP ) {
  216. this.debugMessage( ' BumpMap' );
  217. this.resetPosition( data );
  218. material.bumpMap = this.readMap( data, path );
  219. } else if ( next === MAT_OPACMAP ) {
  220. this.debugMessage( ' OpacityMap' );
  221. this.resetPosition( data );
  222. material.alphaMap = this.readMap( data, path );
  223. } else if ( next === MAT_SPECMAP ) {
  224. this.debugMessage( ' SpecularMap' );
  225. this.resetPosition( data );
  226. material.specularMap = this.readMap( data, path );
  227. } else {
  228. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  229. }
  230. next = this.nextChunk( data, chunk );
  231. }
  232. this.endChunk( chunk );
  233. this.materials[ material.name ] = material;
  234. },
  235. /**
  236. * Read mesh data chunk.
  237. *
  238. * @method readMesh
  239. * @param {Dataview} data Dataview in use.
  240. * @return {Mesh} The parsed mesh.
  241. */
  242. readMesh: function ( data ) {
  243. var chunk = this.readChunk( data );
  244. var next = this.nextChunk( data, chunk );
  245. var geometry = new BufferGeometry();
  246. var uvs = [];
  247. var material = new MeshPhongMaterial();
  248. var mesh = new Mesh( geometry, material );
  249. mesh.name = 'mesh';
  250. while ( next !== 0 ) {
  251. if ( next === POINT_ARRAY ) {
  252. var points = this.readWord( data );
  253. this.debugMessage( ' Vertex: ' + points );
  254. //BufferGeometry
  255. var vertices = [];
  256. for ( var i = 0; i < points; i ++ ) {
  257. vertices.push( this.readFloat( data ) );
  258. vertices.push( this.readFloat( data ) );
  259. vertices.push( this.readFloat( data ) );
  260. }
  261. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  262. } else if ( next === FACE_ARRAY ) {
  263. this.resetPosition( data );
  264. this.readFaceArray( data, mesh );
  265. } else if ( next === TEX_VERTS ) {
  266. var texels = this.readWord( data );
  267. this.debugMessage( ' UV: ' + texels );
  268. //BufferGeometry
  269. var uvs = [];
  270. for ( var i = 0; i < texels; i ++ ) {
  271. uvs.push( this.readFloat( data ) );
  272. uvs.push( this.readFloat( data ) );
  273. }
  274. geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  275. } else if ( next === MESH_MATRIX ) {
  276. this.debugMessage( ' Tranformation Matrix (TODO)' );
  277. var values = [];
  278. for ( var i = 0; i < 12; i ++ ) {
  279. values[ i ] = this.readFloat( data );
  280. }
  281. var matrix = new Matrix4();
  282. //X Line
  283. matrix.elements[ 0 ] = values[ 0 ];
  284. matrix.elements[ 1 ] = values[ 6 ];
  285. matrix.elements[ 2 ] = values[ 3 ];
  286. matrix.elements[ 3 ] = values[ 9 ];
  287. //Y Line
  288. matrix.elements[ 4 ] = values[ 2 ];
  289. matrix.elements[ 5 ] = values[ 8 ];
  290. matrix.elements[ 6 ] = values[ 5 ];
  291. matrix.elements[ 7 ] = values[ 11 ];
  292. //Z Line
  293. matrix.elements[ 8 ] = values[ 1 ];
  294. matrix.elements[ 9 ] = values[ 7 ];
  295. matrix.elements[ 10 ] = values[ 4 ];
  296. matrix.elements[ 11 ] = values[ 10 ];
  297. //W Line
  298. matrix.elements[ 12 ] = 0;
  299. matrix.elements[ 13 ] = 0;
  300. matrix.elements[ 14 ] = 0;
  301. matrix.elements[ 15 ] = 1;
  302. matrix.transpose();
  303. var inverse = new Matrix4();
  304. inverse.getInverse( matrix );
  305. geometry.applyMatrix4( inverse );
  306. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  307. } else {
  308. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  309. }
  310. next = this.nextChunk( data, chunk );
  311. }
  312. this.endChunk( chunk );
  313. geometry.computeVertexNormals();
  314. return mesh;
  315. },
  316. /**
  317. * Read face array data chunk.
  318. *
  319. * @method readFaceArray
  320. * @param {Dataview} data Dataview in use.
  321. * @param {Mesh} mesh Mesh to be filled with the data read.
  322. */
  323. readFaceArray: function ( data, mesh ) {
  324. var chunk = this.readChunk( data );
  325. var faces = this.readWord( data );
  326. this.debugMessage( ' Faces: ' + faces );
  327. var index = [];
  328. for ( var i = 0; i < faces; ++ i ) {
  329. index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) );
  330. this.readWord( data ); // visibility
  331. }
  332. mesh.geometry.setIndex( index );
  333. //The rest of the FACE_ARRAY chunk is subchunks
  334. while ( this.position < chunk.end ) {
  335. var chunk = this.readChunk( data );
  336. if ( chunk.id === MSH_MAT_GROUP ) {
  337. this.debugMessage( ' Material Group' );
  338. this.resetPosition( data );
  339. var group = this.readMaterialGroup( data );
  340. var material = this.materials[ group.name ];
  341. if ( material !== undefined ) {
  342. mesh.material = material;
  343. if ( material.name === '' ) {
  344. material.name = mesh.name;
  345. }
  346. }
  347. } else {
  348. this.debugMessage( ' Unknown face array chunk: ' + chunk.toString( 16 ) );
  349. }
  350. this.endChunk( chunk );
  351. }
  352. this.endChunk( chunk );
  353. },
  354. /**
  355. * Read texture map data chunk.
  356. *
  357. * @method readMap
  358. * @param {Dataview} data Dataview in use.
  359. * @param {String} path Path for external resources.
  360. * @return {Texture} Texture read from this data chunk.
  361. */
  362. readMap: function ( data, path ) {
  363. var chunk = this.readChunk( data );
  364. var next = this.nextChunk( data, chunk );
  365. var texture = {};
  366. var loader = new TextureLoader( this.manager );
  367. loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  368. while ( next !== 0 ) {
  369. if ( next === MAT_MAPNAME ) {
  370. var name = this.readString( data, 128 );
  371. texture = loader.load( name );
  372. this.debugMessage( ' File: ' + path + name );
  373. } else if ( next === MAT_MAP_UOFFSET ) {
  374. texture.offset.x = this.readFloat( data );
  375. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  376. } else if ( next === MAT_MAP_VOFFSET ) {
  377. texture.offset.y = this.readFloat( data );
  378. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  379. } else if ( next === MAT_MAP_USCALE ) {
  380. texture.repeat.x = this.readFloat( data );
  381. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  382. } else if ( next === MAT_MAP_VSCALE ) {
  383. texture.repeat.y = this.readFloat( data );
  384. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  385. } else {
  386. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  387. }
  388. next = this.nextChunk( data, chunk );
  389. }
  390. this.endChunk( chunk );
  391. return texture;
  392. },
  393. /**
  394. * Read material group data chunk.
  395. *
  396. * @method readMaterialGroup
  397. * @param {Dataview} data Dataview in use.
  398. * @return {Object} Object with name and index of the object.
  399. */
  400. readMaterialGroup: function ( data ) {
  401. this.readChunk( data );
  402. var name = this.readString( data, 64 );
  403. var numFaces = this.readWord( data );
  404. this.debugMessage( ' Name: ' + name );
  405. this.debugMessage( ' Faces: ' + numFaces );
  406. var index = [];
  407. for ( var i = 0; i < numFaces; ++ i ) {
  408. index.push( this.readWord( data ) );
  409. }
  410. return { name: name, index: index };
  411. },
  412. /**
  413. * Read a color value.
  414. *
  415. * @method readColor
  416. * @param {DataView} data Dataview.
  417. * @return {Color} Color value read..
  418. */
  419. readColor: function ( data ) {
  420. var chunk = this.readChunk( data );
  421. var color = new Color();
  422. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  423. var r = this.readByte( data );
  424. var g = this.readByte( data );
  425. var b = this.readByte( data );
  426. color.setRGB( r / 255, g / 255, b / 255 );
  427. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  428. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  429. var r = this.readFloat( data );
  430. var g = this.readFloat( data );
  431. var b = this.readFloat( data );
  432. color.setRGB( r, g, b );
  433. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  434. } else {
  435. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  436. }
  437. this.endChunk( chunk );
  438. return color;
  439. },
  440. /**
  441. * Read next chunk of data.
  442. *
  443. * @method readChunk
  444. * @param {DataView} data Dataview.
  445. * @return {Object} Chunk of data read.
  446. */
  447. readChunk: function ( data ) {
  448. var chunk = {};
  449. chunk.cur = this.position;
  450. chunk.id = this.readWord( data );
  451. chunk.size = this.readDWord( data );
  452. chunk.end = chunk.cur + chunk.size;
  453. chunk.cur += 6;
  454. return chunk;
  455. },
  456. /**
  457. * Set position to the end of the current chunk of data.
  458. *
  459. * @method endChunk
  460. * @param {Object} chunk Data chunk.
  461. */
  462. endChunk: function ( chunk ) {
  463. this.position = chunk.end;
  464. },
  465. /**
  466. * Move to the next data chunk.
  467. *
  468. * @method nextChunk
  469. * @param {DataView} data Dataview.
  470. * @param {Object} chunk Data chunk.
  471. */
  472. nextChunk: function ( data, chunk ) {
  473. if ( chunk.cur >= chunk.end ) {
  474. return 0;
  475. }
  476. this.position = chunk.cur;
  477. try {
  478. var next = this.readChunk( data );
  479. chunk.cur += next.size;
  480. return next.id;
  481. } catch ( e ) {
  482. this.debugMessage( 'Unable to read chunk at ' + this.position );
  483. return 0;
  484. }
  485. },
  486. /**
  487. * Reset dataview position.
  488. *
  489. * @method resetPosition
  490. */
  491. resetPosition: function () {
  492. this.position -= 6;
  493. },
  494. /**
  495. * Read byte value.
  496. *
  497. * @method readByte
  498. * @param {DataView} data Dataview to read data from.
  499. * @return {Number} Data read from the dataview.
  500. */
  501. readByte: function ( data ) {
  502. var v = data.getUint8( this.position, true );
  503. this.position += 1;
  504. return v;
  505. },
  506. /**
  507. * Read 32 bit float value.
  508. *
  509. * @method readFloat
  510. * @param {DataView} data Dataview to read data from.
  511. * @return {Number} Data read from the dataview.
  512. */
  513. readFloat: function ( data ) {
  514. try {
  515. var v = data.getFloat32( this.position, true );
  516. this.position += 4;
  517. return v;
  518. } catch ( e ) {
  519. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  520. }
  521. },
  522. /**
  523. * Read 32 bit signed integer value.
  524. *
  525. * @method readInt
  526. * @param {DataView} data Dataview to read data from.
  527. * @return {Number} Data read from the dataview.
  528. */
  529. readInt: function ( data ) {
  530. var v = data.getInt32( this.position, true );
  531. this.position += 4;
  532. return v;
  533. },
  534. /**
  535. * Read 16 bit signed integer value.
  536. *
  537. * @method readShort
  538. * @param {DataView} data Dataview to read data from.
  539. * @return {Number} Data read from the dataview.
  540. */
  541. readShort: function ( data ) {
  542. var v = data.getInt16( this.position, true );
  543. this.position += 2;
  544. return v;
  545. },
  546. /**
  547. * Read 64 bit unsigned integer value.
  548. *
  549. * @method readDWord
  550. * @param {DataView} data Dataview to read data from.
  551. * @return {Number} Data read from the dataview.
  552. */
  553. readDWord: function ( data ) {
  554. var v = data.getUint32( this.position, true );
  555. this.position += 4;
  556. return v;
  557. },
  558. /**
  559. * Read 32 bit unsigned integer value.
  560. *
  561. * @method readWord
  562. * @param {DataView} data Dataview to read data from.
  563. * @return {Number} Data read from the dataview.
  564. */
  565. readWord: function ( data ) {
  566. var v = data.getUint16( this.position, true );
  567. this.position += 2;
  568. return v;
  569. },
  570. /**
  571. * Read string value.
  572. *
  573. * @method readString
  574. * @param {DataView} data Dataview to read data from.
  575. * @param {Number} maxLength Max size of the string to be read.
  576. * @return {String} Data read from the dataview.
  577. */
  578. readString: function ( data, maxLength ) {
  579. var s = '';
  580. for ( var i = 0; i < maxLength; i ++ ) {
  581. var c = this.readByte( data );
  582. if ( ! c ) {
  583. break;
  584. }
  585. s += String.fromCharCode( c );
  586. }
  587. return s;
  588. },
  589. /**
  590. * Print debug message to the console.
  591. *
  592. * Is controlled by a flag to show or hide debug messages.
  593. *
  594. * @method debugMessage
  595. * @param {Object} message Debug message to print to the console.
  596. */
  597. debugMessage: function ( message ) {
  598. if ( this.debug ) {
  599. console.log( message );
  600. }
  601. }
  602. } );
  603. // var NULL_CHUNK = 0x0000;
  604. var M3DMAGIC = 0x4D4D;
  605. // var SMAGIC = 0x2D2D;
  606. // var LMAGIC = 0x2D3D;
  607. var MLIBMAGIC = 0x3DAA;
  608. // var MATMAGIC = 0x3DFF;
  609. var CMAGIC = 0xC23D;
  610. var M3D_VERSION = 0x0002;
  611. // var M3D_KFVERSION = 0x0005;
  612. var COLOR_F = 0x0010;
  613. var COLOR_24 = 0x0011;
  614. var LIN_COLOR_24 = 0x0012;
  615. var LIN_COLOR_F = 0x0013;
  616. // var INT_PERCENTAGE = 0x0030;
  617. // var FLOAT_PERCENTAGE = 0x0031;
  618. var MDATA = 0x3D3D;
  619. var MESH_VERSION = 0x3D3E;
  620. var MASTER_SCALE = 0x0100;
  621. // var LO_SHADOW_BIAS = 0x1400;
  622. // var HI_SHADOW_BIAS = 0x1410;
  623. // var SHADOW_MAP_SIZE = 0x1420;
  624. // var SHADOW_SAMPLES = 0x1430;
  625. // var SHADOW_RANGE = 0x1440;
  626. // var SHADOW_FILTER = 0x1450;
  627. // var RAY_BIAS = 0x1460;
  628. // var O_CONSTS = 0x1500;
  629. // var AMBIENT_LIGHT = 0x2100;
  630. // var BIT_MAP = 0x1100;
  631. // var SOLID_BGND = 0x1200;
  632. // var V_GRADIENT = 0x1300;
  633. // var USE_BIT_MAP = 0x1101;
  634. // var USE_SOLID_BGND = 0x1201;
  635. // var USE_V_GRADIENT = 0x1301;
  636. // var FOG = 0x2200;
  637. // var FOG_BGND = 0x2210;
  638. // var LAYER_FOG = 0x2302;
  639. // var DISTANCE_CUE = 0x2300;
  640. // var DCUE_BGND = 0x2310;
  641. // var USE_FOG = 0x2201;
  642. // var USE_LAYER_FOG = 0x2303;
  643. // var USE_DISTANCE_CUE = 0x2301;
  644. var MAT_ENTRY = 0xAFFF;
  645. var MAT_NAME = 0xA000;
  646. var MAT_AMBIENT = 0xA010;
  647. var MAT_DIFFUSE = 0xA020;
  648. var MAT_SPECULAR = 0xA030;
  649. var MAT_SHININESS = 0xA040;
  650. // var MAT_SHIN2PCT = 0xA041;
  651. var MAT_TRANSPARENCY = 0xA050;
  652. // var MAT_XPFALL = 0xA052;
  653. // var MAT_USE_XPFALL = 0xA240;
  654. // var MAT_REFBLUR = 0xA053;
  655. // var MAT_SHADING = 0xA100;
  656. // var MAT_USE_REFBLUR = 0xA250;
  657. // var MAT_SELF_ILLUM = 0xA084;
  658. var MAT_TWO_SIDE = 0xA081;
  659. // var MAT_DECAL = 0xA082;
  660. var MAT_ADDITIVE = 0xA083;
  661. var MAT_WIRE = 0xA085;
  662. // var MAT_FACEMAP = 0xA088;
  663. // var MAT_TRANSFALLOFF_IN = 0xA08A;
  664. // var MAT_PHONGSOFT = 0xA08C;
  665. // var MAT_WIREABS = 0xA08E;
  666. var MAT_WIRE_SIZE = 0xA087;
  667. var MAT_TEXMAP = 0xA200;
  668. // var MAT_SXP_TEXT_DATA = 0xA320;
  669. // var MAT_TEXMASK = 0xA33E;
  670. // var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  671. // var MAT_TEX2MAP = 0xA33A;
  672. // var MAT_SXP_TEXT2_DATA = 0xA321;
  673. // var MAT_TEX2MASK = 0xA340;
  674. // var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  675. var MAT_OPACMAP = 0xA210;
  676. // var MAT_SXP_OPAC_DATA = 0xA322;
  677. // var MAT_OPACMASK = 0xA342;
  678. // var MAT_SXP_OPACMASK_DATA = 0xA32E;
  679. var MAT_BUMPMAP = 0xA230;
  680. // var MAT_SXP_BUMP_DATA = 0xA324;
  681. // var MAT_BUMPMASK = 0xA344;
  682. // var MAT_SXP_BUMPMASK_DATA = 0xA330;
  683. var MAT_SPECMAP = 0xA204;
  684. // var MAT_SXP_SPEC_DATA = 0xA325;
  685. // var MAT_SPECMASK = 0xA348;
  686. // var MAT_SXP_SPECMASK_DATA = 0xA332;
  687. // var MAT_SHINMAP = 0xA33C;
  688. // var MAT_SXP_SHIN_DATA = 0xA326;
  689. // var MAT_SHINMASK = 0xA346;
  690. // var MAT_SXP_SHINMASK_DATA = 0xA334;
  691. // var MAT_SELFIMAP = 0xA33D;
  692. // var MAT_SXP_SELFI_DATA = 0xA328;
  693. // var MAT_SELFIMASK = 0xA34A;
  694. // var MAT_SXP_SELFIMASK_DATA = 0xA336;
  695. // var MAT_REFLMAP = 0xA220;
  696. // var MAT_REFLMASK = 0xA34C;
  697. // var MAT_SXP_REFLMASK_DATA = 0xA338;
  698. // var MAT_ACUBIC = 0xA310;
  699. var MAT_MAPNAME = 0xA300;
  700. // var MAT_MAP_TILING = 0xA351;
  701. // var MAT_MAP_TEXBLUR = 0xA353;
  702. var MAT_MAP_USCALE = 0xA354;
  703. var MAT_MAP_VSCALE = 0xA356;
  704. var MAT_MAP_UOFFSET = 0xA358;
  705. var MAT_MAP_VOFFSET = 0xA35A;
  706. // var MAT_MAP_ANG = 0xA35C;
  707. // var MAT_MAP_COL1 = 0xA360;
  708. // var MAT_MAP_COL2 = 0xA362;
  709. // var MAT_MAP_RCOL = 0xA364;
  710. // var MAT_MAP_GCOL = 0xA366;
  711. // var MAT_MAP_BCOL = 0xA368;
  712. var NAMED_OBJECT = 0x4000;
  713. // var N_DIRECT_LIGHT = 0x4600;
  714. // var DL_OFF = 0x4620;
  715. // var DL_OUTER_RANGE = 0x465A;
  716. // var DL_INNER_RANGE = 0x4659;
  717. // var DL_MULTIPLIER = 0x465B;
  718. // var DL_EXCLUDE = 0x4654;
  719. // var DL_ATTENUATE = 0x4625;
  720. // var DL_SPOTLIGHT = 0x4610;
  721. // var DL_SPOT_ROLL = 0x4656;
  722. // var DL_SHADOWED = 0x4630;
  723. // var DL_LOCAL_SHADOW2 = 0x4641;
  724. // var DL_SEE_CONE = 0x4650;
  725. // var DL_SPOT_RECTANGULAR = 0x4651;
  726. // var DL_SPOT_ASPECT = 0x4657;
  727. // var DL_SPOT_PROJECTOR = 0x4653;
  728. // var DL_SPOT_OVERSHOOT = 0x4652;
  729. // var DL_RAY_BIAS = 0x4658;
  730. // var DL_RAYSHAD = 0x4627;
  731. // var N_CAMERA = 0x4700;
  732. // var CAM_SEE_CONE = 0x4710;
  733. // var CAM_RANGES = 0x4720;
  734. // var OBJ_HIDDEN = 0x4010;
  735. // var OBJ_VIS_LOFTER = 0x4011;
  736. // var OBJ_DOESNT_CAST = 0x4012;
  737. // var OBJ_DONT_RECVSHADOW = 0x4017;
  738. // var OBJ_MATTE = 0x4013;
  739. // var OBJ_FAST = 0x4014;
  740. // var OBJ_PROCEDURAL = 0x4015;
  741. // var OBJ_FROZEN = 0x4016;
  742. var N_TRI_OBJECT = 0x4100;
  743. var POINT_ARRAY = 0x4110;
  744. // var POINT_FLAG_ARRAY = 0x4111;
  745. var FACE_ARRAY = 0x4120;
  746. var MSH_MAT_GROUP = 0x4130;
  747. // var SMOOTH_GROUP = 0x4150;
  748. // var MSH_BOXMAP = 0x4190;
  749. var TEX_VERTS = 0x4140;
  750. var MESH_MATRIX = 0x4160;
  751. // var MESH_COLOR = 0x4165;
  752. // var MESH_TEXTURE_INFO = 0x4170;
  753. // var KFDATA = 0xB000;
  754. // var KFHDR = 0xB00A;
  755. // var KFSEG = 0xB008;
  756. // var KFCURTIME = 0xB009;
  757. // var AMBIENT_NODE_TAG = 0xB001;
  758. // var OBJECT_NODE_TAG = 0xB002;
  759. // var CAMERA_NODE_TAG = 0xB003;
  760. // var TARGET_NODE_TAG = 0xB004;
  761. // var LIGHT_NODE_TAG = 0xB005;
  762. // var L_TARGET_NODE_TAG = 0xB006;
  763. // var SPOTLIGHT_NODE_TAG = 0xB007;
  764. // var NODE_ID = 0xB030;
  765. // var NODE_HDR = 0xB010;
  766. // var PIVOT = 0xB013;
  767. // var INSTANCE_NAME = 0xB011;
  768. // var MORPH_SMOOTH = 0xB015;
  769. // var BOUNDBOX = 0xB014;
  770. // var POS_TRACK_TAG = 0xB020;
  771. // var COL_TRACK_TAG = 0xB025;
  772. // var ROT_TRACK_TAG = 0xB021;
  773. // var SCL_TRACK_TAG = 0xB022;
  774. // var MORPH_TRACK_TAG = 0xB026;
  775. // var FOV_TRACK_TAG = 0xB023;
  776. // var ROLL_TRACK_TAG = 0xB024;
  777. // var HOT_TRACK_TAG = 0xB027;
  778. // var FALL_TRACK_TAG = 0xB028;
  779. // var HIDE_TRACK_TAG = 0xB029;
  780. // var POLY_2D = 0x5000;
  781. // var SHAPE_OK = 0x5010;
  782. // var SHAPE_NOT_OK = 0x5011;
  783. // var SHAPE_HOOK = 0x5020;
  784. // var PATH_3D = 0x6000;
  785. // var PATH_MATRIX = 0x6005;
  786. // var SHAPE_2D = 0x6010;
  787. // var M_SCALE = 0x6020;
  788. // var M_TWIST = 0x6030;
  789. // var M_TEETER = 0x6040;
  790. // var M_FIT = 0x6050;
  791. // var M_BEVEL = 0x6060;
  792. // var XZ_CURVE = 0x6070;
  793. // var YZ_CURVE = 0x6080;
  794. // var INTERPCT = 0x6090;
  795. // var DEFORM_LIMIT = 0x60A0;
  796. // var USE_CONTOUR = 0x6100;
  797. // var USE_TWEEN = 0x6110;
  798. // var USE_SCALE = 0x6120;
  799. // var USE_TWIST = 0x6130;
  800. // var USE_TEETER = 0x6140;
  801. // var USE_FIT = 0x6150;
  802. // var USE_BEVEL = 0x6160;
  803. // var DEFAULT_VIEW = 0x3000;
  804. // var VIEW_TOP = 0x3010;
  805. // var VIEW_BOTTOM = 0x3020;
  806. // var VIEW_LEFT = 0x3030;
  807. // var VIEW_RIGHT = 0x3040;
  808. // var VIEW_FRONT = 0x3050;
  809. // var VIEW_BACK = 0x3060;
  810. // var VIEW_USER = 0x3070;
  811. // var VIEW_CAMERA = 0x3080;
  812. // var VIEW_WINDOW = 0x3090;
  813. // var VIEWPORT_LAYOUT_OLD = 0x7000;
  814. // var VIEWPORT_DATA_OLD = 0x7010;
  815. // var VIEWPORT_LAYOUT = 0x7001;
  816. // var VIEWPORT_DATA = 0x7011;
  817. // var VIEWPORT_DATA_3 = 0x7012;
  818. // var VIEWPORT_SIZE = 0x7020;
  819. // var NETWORK_VIEW = 0x7030;
  820. export { TDSLoader };