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