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