/** * Autodesk 3DS three.js file loader, based on lib3ds. * * Loads geometry with uv and materials basic properties with texture support. * * @author @tentone * @author @timknip * @class TDSLoader * @constructor */ import { AdditiveBlending, BufferGeometry, Color, DoubleSide, FileLoader, Float32BufferAttribute, Group, Loader, LoaderUtils, Matrix4, Mesh, MeshPhongMaterial, TextureLoader } from "../../../build/three.module.js"; var TDSLoader = function ( manager ) { Loader.call( this, manager ); this.debug = false; this.group = null; this.position = 0; this.materials = []; this.meshes = []; }; TDSLoader.prototype = Object.assign( Object.create( Loader.prototype ), { constructor: TDSLoader, /** * Load 3ds file from url. * * @method load * @param {[type]} url URL for the file. * @param {Function} onLoad onLoad callback, receives group Object3D as argument. * @param {Function} onProgress onProgress callback. * @param {Function} onError onError callback. */ load: function ( url, onLoad, onProgress, onError ) { var scope = this; var path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path; var loader = new FileLoader( this.manager ); loader.setPath( this.path ); loader.setResponseType( 'arraybuffer' ); loader.load( url, function ( data ) { onLoad( scope.parse( data, path ) ); }, onProgress, onError ); }, /** * Parse arraybuffer data and load 3ds file. * * @method parse * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded. * @param {String} path Path for external resources. * @return {Group} Group loaded from 3ds file. */ parse: function ( arraybuffer, path ) { this.group = new Group(); this.position = 0; this.materials = []; this.meshes = []; this.readFile( arraybuffer, path ); for ( var i = 0; i < this.meshes.length; i ++ ) { this.group.add( this.meshes[ i ] ); } return this.group; }, /** * Decode file content to read 3ds data. * * @method readFile * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded. * @param {String} path Path for external resources. */ readFile: function ( arraybuffer, path ) { var data = new DataView( arraybuffer ); var chunk = this.readChunk( data ); if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) { var next = this.nextChunk( data, chunk ); while ( next !== 0 ) { if ( next === M3D_VERSION ) { var version = this.readDWord( data ); this.debugMessage( '3DS file version: ' + version ); } else if ( next === MDATA ) { this.resetPosition( data ); this.readMeshData( data, path ); } else { this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) ); } next = this.nextChunk( data, chunk ); } } this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' ); }, /** * Read mesh data chunk. * * @method readMeshData * @param {Dataview} data Dataview in use. * @param {String} path Path for external resources. */ readMeshData: function ( data, path ) { var chunk = this.readChunk( data ); var next = this.nextChunk( data, chunk ); while ( next !== 0 ) { if ( next === MESH_VERSION ) { var version = + this.readDWord( data ); this.debugMessage( 'Mesh Version: ' + version ); } else if ( next === MASTER_SCALE ) { var scale = this.readFloat( data ); this.debugMessage( 'Master scale: ' + scale ); this.group.scale.set( scale, scale, scale ); } else if ( next === NAMED_OBJECT ) { this.debugMessage( 'Named Object' ); this.resetPosition( data ); this.readNamedObject( data ); } else if ( next === MAT_ENTRY ) { this.debugMessage( 'Material' ); this.resetPosition( data ); this.readMaterialEntry( data, path ); } else { this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) ); } next = this.nextChunk( data, chunk ); } }, /** * Read named object chunk. * * @method readNamedObject * @param {Dataview} data Dataview in use. */ readNamedObject: function ( data ) { var chunk = this.readChunk( data ); var name = this.readString( data, 64 ); chunk.cur = this.position; var next = this.nextChunk( data, chunk ); while ( next !== 0 ) { if ( next === N_TRI_OBJECT ) { this.resetPosition( data ); var mesh = this.readMesh( data ); mesh.name = name; this.meshes.push( mesh ); } else { this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) ); } next = this.nextChunk( data, chunk ); } this.endChunk( chunk ); }, /** * Read material data chunk and add it to the material list. * * @method readMaterialEntry * @param {Dataview} data Dataview in use. * @param {String} path Path for external resources. */ readMaterialEntry: function ( data, path ) { var chunk = this.readChunk( data ); var next = this.nextChunk( data, chunk ); var material = new MeshPhongMaterial(); while ( next !== 0 ) { if ( next === MAT_NAME ) { material.name = this.readString( data, 64 ); this.debugMessage( ' Name: ' + material.name ); } else if ( next === MAT_WIRE ) { this.debugMessage( ' Wireframe' ); material.wireframe = true; } else if ( next === MAT_WIRE_SIZE ) { var value = this.readByte( data ); material.wireframeLinewidth = value; this.debugMessage( ' Wireframe Thickness: ' + value ); } else if ( next === MAT_TWO_SIDE ) { material.side = DoubleSide; this.debugMessage( ' DoubleSided' ); } else if ( next === MAT_ADDITIVE ) { this.debugMessage( ' Additive Blending' ); material.blending = AdditiveBlending; } else if ( next === MAT_DIFFUSE ) { this.debugMessage( ' Diffuse Color' ); material.color = this.readColor( data ); } else if ( next === MAT_SPECULAR ) { this.debugMessage( ' Specular Color' ); material.specular = this.readColor( data ); } else if ( next === MAT_AMBIENT ) { this.debugMessage( ' Ambient color' ); material.color = this.readColor( data ); } else if ( next === MAT_SHININESS ) { var shininess = this.readWord( data ); material.shininess = shininess; this.debugMessage( ' Shininess : ' + shininess ); } else if ( next === MAT_TRANSPARENCY ) { var opacity = this.readWord( data ); material.opacity = opacity * 0.01; this.debugMessage( ' Opacity : ' + opacity ); material.transparent = opacity < 100 ? true : false; } else if ( next === MAT_TEXMAP ) { this.debugMessage( ' ColorMap' ); this.resetPosition( data ); material.map = this.readMap( data, path ); } else if ( next === MAT_BUMPMAP ) { this.debugMessage( ' BumpMap' ); this.resetPosition( data ); material.bumpMap = this.readMap( data, path ); } else if ( next === MAT_OPACMAP ) { this.debugMessage( ' OpacityMap' ); this.resetPosition( data ); material.alphaMap = this.readMap( data, path ); } else if ( next === MAT_SPECMAP ) { this.debugMessage( ' SpecularMap' ); this.resetPosition( data ); material.specularMap = this.readMap( data, path ); } else { this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) ); } next = this.nextChunk( data, chunk ); } this.endChunk( chunk ); this.materials[ material.name ] = material; }, /** * Read mesh data chunk. * * @method readMesh * @param {Dataview} data Dataview in use. * @return {Mesh} The parsed mesh. */ readMesh: function ( data ) { var chunk = this.readChunk( data ); var next = this.nextChunk( data, chunk ); var geometry = new BufferGeometry(); var uvs = []; var material = new MeshPhongMaterial(); var mesh = new Mesh( geometry, material ); mesh.name = 'mesh'; while ( next !== 0 ) { if ( next === POINT_ARRAY ) { var points = this.readWord( data ); this.debugMessage( ' Vertex: ' + points ); //BufferGeometry var vertices = []; for ( var i = 0; i < points; i ++ ) { vertices.push( this.readFloat( data ) ); vertices.push( this.readFloat( data ) ); vertices.push( this.readFloat( data ) ); } geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); } else if ( next === FACE_ARRAY ) { this.resetPosition( data ); this.readFaceArray( data, mesh ); } else if ( next === TEX_VERTS ) { var texels = this.readWord( data ); this.debugMessage( ' UV: ' + texels ); //BufferGeometry var uvs = []; for ( var i = 0; i < texels; i ++ ) { uvs.push( this.readFloat( data ) ); uvs.push( this.readFloat( data ) ); } geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); } else if ( next === MESH_MATRIX ) { this.debugMessage( ' Tranformation Matrix (TODO)' ); var values = []; for ( var i = 0; i < 12; i ++ ) { values[ i ] = this.readFloat( data ); } var matrix = new Matrix4(); //X Line matrix.elements[ 0 ] = values[ 0 ]; matrix.elements[ 1 ] = values[ 6 ]; matrix.elements[ 2 ] = values[ 3 ]; matrix.elements[ 3 ] = values[ 9 ]; //Y Line matrix.elements[ 4 ] = values[ 2 ]; matrix.elements[ 5 ] = values[ 8 ]; matrix.elements[ 6 ] = values[ 5 ]; matrix.elements[ 7 ] = values[ 11 ]; //Z Line matrix.elements[ 8 ] = values[ 1 ]; matrix.elements[ 9 ] = values[ 7 ]; matrix.elements[ 10 ] = values[ 4 ]; matrix.elements[ 11 ] = values[ 10 ]; //W Line matrix.elements[ 12 ] = 0; matrix.elements[ 13 ] = 0; matrix.elements[ 14 ] = 0; matrix.elements[ 15 ] = 1; matrix.transpose(); var inverse = new Matrix4(); inverse.getInverse( matrix, true ); geometry.applyMatrix( inverse ); matrix.decompose( mesh.position, mesh.quaternion, mesh.scale ); } else { this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) ); } next = this.nextChunk( data, chunk ); } this.endChunk( chunk ); geometry.computeVertexNormals(); return mesh; }, /** * Read face array data chunk. * * @method readFaceArray * @param {Dataview} data Dataview in use. * @param {Mesh} mesh Mesh to be filled with the data read. */ readFaceArray: function ( data, mesh ) { var chunk = this.readChunk( data ); var faces = this.readWord( data ); this.debugMessage( ' Faces: ' + faces ); var index = []; for ( var i = 0; i < faces; ++ i ) { index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) ); this.readWord( data ); // visibility } mesh.geometry.setIndex( index ); //The rest of the FACE_ARRAY chunk is subchunks while ( this.position < chunk.end ) { var chunk = this.readChunk( data ); if ( chunk.id === MSH_MAT_GROUP ) { this.debugMessage( ' Material Group' ); this.resetPosition( data ); var group = this.readMaterialGroup( data ); var material = this.materials[ group.name ]; if ( material !== undefined ) { mesh.material = material; if ( material.name === '' ) { material.name = mesh.name; } } } else { this.debugMessage( ' Unknown face array chunk: ' + chunk.toString( 16 ) ); } this.endChunk( chunk ); } this.endChunk( chunk ); }, /** * Read texture map data chunk. * * @method readMap * @param {Dataview} data Dataview in use. * @param {String} path Path for external resources. * @return {Texture} Texture read from this data chunk. */ readMap: function ( data, path ) { var chunk = this.readChunk( data ); var next = this.nextChunk( data, chunk ); var texture = {}; var loader = new TextureLoader( this.manager ); loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin ); while ( next !== 0 ) { if ( next === MAT_MAPNAME ) { var name = this.readString( data, 128 ); texture = loader.load( name ); this.debugMessage( ' File: ' + path + name ); } else if ( next === MAT_MAP_UOFFSET ) { texture.offset.x = this.readFloat( data ); this.debugMessage( ' OffsetX: ' + texture.offset.x ); } else if ( next === MAT_MAP_VOFFSET ) { texture.offset.y = this.readFloat( data ); this.debugMessage( ' OffsetY: ' + texture.offset.y ); } else if ( next === MAT_MAP_USCALE ) { texture.repeat.x = this.readFloat( data ); this.debugMessage( ' RepeatX: ' + texture.repeat.x ); } else if ( next === MAT_MAP_VSCALE ) { texture.repeat.y = this.readFloat( data ); this.debugMessage( ' RepeatY: ' + texture.repeat.y ); } else { this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) ); } next = this.nextChunk( data, chunk ); } this.endChunk( chunk ); return texture; }, /** * Read material group data chunk. * * @method readMaterialGroup * @param {Dataview} data Dataview in use. * @return {Object} Object with name and index of the object. */ readMaterialGroup: function ( data ) { this.readChunk( data ); var name = this.readString( data, 64 ); var numFaces = this.readWord( data ); this.debugMessage( ' Name: ' + name ); this.debugMessage( ' Faces: ' + numFaces ); var index = []; for ( var i = 0; i < numFaces; ++ i ) { index.push( this.readWord( data ) ); } return { name: name, index: index }; }, /** * Read a color value. * * @method readColor * @param {DataView} data Dataview. * @return {Color} Color value read.. */ readColor: function ( data ) { var chunk = this.readChunk( data ); var color = new Color(); if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) { var r = this.readByte( data ); var g = this.readByte( data ); var b = this.readByte( data ); color.setRGB( r / 255, g / 255, b / 255 ); this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b ); } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) { var r = this.readFloat( data ); var g = this.readFloat( data ); var b = this.readFloat( data ); color.setRGB( r, g, b ); this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b ); } else { this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) ); } this.endChunk( chunk ); return color; }, /** * Read next chunk of data. * * @method readChunk * @param {DataView} data Dataview. * @return {Object} Chunk of data read. */ readChunk: function ( data ) { var chunk = {}; chunk.cur = this.position; chunk.id = this.readWord( data ); chunk.size = this.readDWord( data ); chunk.end = chunk.cur + chunk.size; chunk.cur += 6; return chunk; }, /** * Set position to the end of the current chunk of data. * * @method endChunk * @param {Object} chunk Data chunk. */ endChunk: function ( chunk ) { this.position = chunk.end; }, /** * Move to the next data chunk. * * @method nextChunk * @param {DataView} data Dataview. * @param {Object} chunk Data chunk. */ nextChunk: function ( data, chunk ) { if ( chunk.cur >= chunk.end ) { return 0; } this.position = chunk.cur; try { var next = this.readChunk( data ); chunk.cur += next.size; return next.id; } catch ( e ) { this.debugMessage( 'Unable to read chunk at ' + this.position ); return 0; } }, /** * Reset dataview position. * * @method resetPosition */ resetPosition: function () { this.position -= 6; }, /** * Read byte value. * * @method readByte * @param {DataView} data Dataview to read data from. * @return {Number} Data read from the dataview. */ readByte: function ( data ) { var v = data.getUint8( this.position, true ); this.position += 1; return v; }, /** * Read 32 bit float value. * * @method readFloat * @param {DataView} data Dataview to read data from. * @return {Number} Data read from the dataview. */ readFloat: function ( data ) { try { var v = data.getFloat32( this.position, true ); this.position += 4; return v; } catch ( e ) { this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength ); } }, /** * Read 32 bit signed integer value. * * @method readInt * @param {DataView} data Dataview to read data from. * @return {Number} Data read from the dataview. */ readInt: function ( data ) { var v = data.getInt32( this.position, true ); this.position += 4; return v; }, /** * Read 16 bit signed integer value. * * @method readShort * @param {DataView} data Dataview to read data from. * @return {Number} Data read from the dataview. */ readShort: function ( data ) { var v = data.getInt16( this.position, true ); this.position += 2; return v; }, /** * Read 64 bit unsigned integer value. * * @method readDWord * @param {DataView} data Dataview to read data from. * @return {Number} Data read from the dataview. */ readDWord: function ( data ) { var v = data.getUint32( this.position, true ); this.position += 4; return v; }, /** * Read 32 bit unsigned integer value. * * @method readWord * @param {DataView} data Dataview to read data from. * @return {Number} Data read from the dataview. */ readWord: function ( data ) { var v = data.getUint16( this.position, true ); this.position += 2; return v; }, /** * Read string value. * * @method readString * @param {DataView} data Dataview to read data from. * @param {Number} maxLength Max size of the string to be read. * @return {String} Data read from the dataview. */ readString: function ( data, maxLength ) { var s = ''; for ( var i = 0; i < maxLength; i ++ ) { var c = this.readByte( data ); if ( ! c ) { break; } s += String.fromCharCode( c ); } return s; }, /** * Print debug message to the console. * * Is controlled by a flag to show or hide debug messages. * * @method debugMessage * @param {Object} message Debug message to print to the console. */ debugMessage: function ( message ) { if ( this.debug ) { console.log( message ); } } } ); // var NULL_CHUNK = 0x0000; var M3DMAGIC = 0x4D4D; // var SMAGIC = 0x2D2D; // var LMAGIC = 0x2D3D; var MLIBMAGIC = 0x3DAA; // var MATMAGIC = 0x3DFF; var CMAGIC = 0xC23D; var M3D_VERSION = 0x0002; // var M3D_KFVERSION = 0x0005; var COLOR_F = 0x0010; var COLOR_24 = 0x0011; var LIN_COLOR_24 = 0x0012; var LIN_COLOR_F = 0x0013; // var INT_PERCENTAGE = 0x0030; // var FLOAT_PERCENTAGE = 0x0031; var MDATA = 0x3D3D; var MESH_VERSION = 0x3D3E; var MASTER_SCALE = 0x0100; // var LO_SHADOW_BIAS = 0x1400; // var HI_SHADOW_BIAS = 0x1410; // var SHADOW_MAP_SIZE = 0x1420; // var SHADOW_SAMPLES = 0x1430; // var SHADOW_RANGE = 0x1440; // var SHADOW_FILTER = 0x1450; // var RAY_BIAS = 0x1460; // var O_CONSTS = 0x1500; // var AMBIENT_LIGHT = 0x2100; // var BIT_MAP = 0x1100; // var SOLID_BGND = 0x1200; // var V_GRADIENT = 0x1300; // var USE_BIT_MAP = 0x1101; // var USE_SOLID_BGND = 0x1201; // var USE_V_GRADIENT = 0x1301; // var FOG = 0x2200; // var FOG_BGND = 0x2210; // var LAYER_FOG = 0x2302; // var DISTANCE_CUE = 0x2300; // var DCUE_BGND = 0x2310; // var USE_FOG = 0x2201; // var USE_LAYER_FOG = 0x2303; // var USE_DISTANCE_CUE = 0x2301; var MAT_ENTRY = 0xAFFF; var MAT_NAME = 0xA000; var MAT_AMBIENT = 0xA010; var MAT_DIFFUSE = 0xA020; var MAT_SPECULAR = 0xA030; var MAT_SHININESS = 0xA040; // var MAT_SHIN2PCT = 0xA041; var MAT_TRANSPARENCY = 0xA050; // var MAT_XPFALL = 0xA052; // var MAT_USE_XPFALL = 0xA240; // var MAT_REFBLUR = 0xA053; // var MAT_SHADING = 0xA100; // var MAT_USE_REFBLUR = 0xA250; // var MAT_SELF_ILLUM = 0xA084; var MAT_TWO_SIDE = 0xA081; // var MAT_DECAL = 0xA082; var MAT_ADDITIVE = 0xA083; var MAT_WIRE = 0xA085; // var MAT_FACEMAP = 0xA088; // var MAT_TRANSFALLOFF_IN = 0xA08A; // var MAT_PHONGSOFT = 0xA08C; // var MAT_WIREABS = 0xA08E; var MAT_WIRE_SIZE = 0xA087; var MAT_TEXMAP = 0xA200; // var MAT_SXP_TEXT_DATA = 0xA320; // var MAT_TEXMASK = 0xA33E; // var MAT_SXP_TEXTMASK_DATA = 0xA32A; // var MAT_TEX2MAP = 0xA33A; // var MAT_SXP_TEXT2_DATA = 0xA321; // var MAT_TEX2MASK = 0xA340; // var MAT_SXP_TEXT2MASK_DATA = 0xA32C; var MAT_OPACMAP = 0xA210; // var MAT_SXP_OPAC_DATA = 0xA322; // var MAT_OPACMASK = 0xA342; // var MAT_SXP_OPACMASK_DATA = 0xA32E; var MAT_BUMPMAP = 0xA230; // var MAT_SXP_BUMP_DATA = 0xA324; // var MAT_BUMPMASK = 0xA344; // var MAT_SXP_BUMPMASK_DATA = 0xA330; var MAT_SPECMAP = 0xA204; // var MAT_SXP_SPEC_DATA = 0xA325; // var MAT_SPECMASK = 0xA348; // var MAT_SXP_SPECMASK_DATA = 0xA332; // var MAT_SHINMAP = 0xA33C; // var MAT_SXP_SHIN_DATA = 0xA326; // var MAT_SHINMASK = 0xA346; // var MAT_SXP_SHINMASK_DATA = 0xA334; // var MAT_SELFIMAP = 0xA33D; // var MAT_SXP_SELFI_DATA = 0xA328; // var MAT_SELFIMASK = 0xA34A; // var MAT_SXP_SELFIMASK_DATA = 0xA336; // var MAT_REFLMAP = 0xA220; // var MAT_REFLMASK = 0xA34C; // var MAT_SXP_REFLMASK_DATA = 0xA338; // var MAT_ACUBIC = 0xA310; var MAT_MAPNAME = 0xA300; // var MAT_MAP_TILING = 0xA351; // var MAT_MAP_TEXBLUR = 0xA353; var MAT_MAP_USCALE = 0xA354; var MAT_MAP_VSCALE = 0xA356; var MAT_MAP_UOFFSET = 0xA358; var MAT_MAP_VOFFSET = 0xA35A; // var MAT_MAP_ANG = 0xA35C; // var MAT_MAP_COL1 = 0xA360; // var MAT_MAP_COL2 = 0xA362; // var MAT_MAP_RCOL = 0xA364; // var MAT_MAP_GCOL = 0xA366; // var MAT_MAP_BCOL = 0xA368; var NAMED_OBJECT = 0x4000; // var N_DIRECT_LIGHT = 0x4600; // var DL_OFF = 0x4620; // var DL_OUTER_RANGE = 0x465A; // var DL_INNER_RANGE = 0x4659; // var DL_MULTIPLIER = 0x465B; // var DL_EXCLUDE = 0x4654; // var DL_ATTENUATE = 0x4625; // var DL_SPOTLIGHT = 0x4610; // var DL_SPOT_ROLL = 0x4656; // var DL_SHADOWED = 0x4630; // var DL_LOCAL_SHADOW2 = 0x4641; // var DL_SEE_CONE = 0x4650; // var DL_SPOT_RECTANGULAR = 0x4651; // var DL_SPOT_ASPECT = 0x4657; // var DL_SPOT_PROJECTOR = 0x4653; // var DL_SPOT_OVERSHOOT = 0x4652; // var DL_RAY_BIAS = 0x4658; // var DL_RAYSHAD = 0x4627; // var N_CAMERA = 0x4700; // var CAM_SEE_CONE = 0x4710; // var CAM_RANGES = 0x4720; // var OBJ_HIDDEN = 0x4010; // var OBJ_VIS_LOFTER = 0x4011; // var OBJ_DOESNT_CAST = 0x4012; // var OBJ_DONT_RECVSHADOW = 0x4017; // var OBJ_MATTE = 0x4013; // var OBJ_FAST = 0x4014; // var OBJ_PROCEDURAL = 0x4015; // var OBJ_FROZEN = 0x4016; var N_TRI_OBJECT = 0x4100; var POINT_ARRAY = 0x4110; // var POINT_FLAG_ARRAY = 0x4111; var FACE_ARRAY = 0x4120; var MSH_MAT_GROUP = 0x4130; // var SMOOTH_GROUP = 0x4150; // var MSH_BOXMAP = 0x4190; var TEX_VERTS = 0x4140; var MESH_MATRIX = 0x4160; // var MESH_COLOR = 0x4165; // var MESH_TEXTURE_INFO = 0x4170; // var KFDATA = 0xB000; // var KFHDR = 0xB00A; // var KFSEG = 0xB008; // var KFCURTIME = 0xB009; // var AMBIENT_NODE_TAG = 0xB001; // var OBJECT_NODE_TAG = 0xB002; // var CAMERA_NODE_TAG = 0xB003; // var TARGET_NODE_TAG = 0xB004; // var LIGHT_NODE_TAG = 0xB005; // var L_TARGET_NODE_TAG = 0xB006; // var SPOTLIGHT_NODE_TAG = 0xB007; // var NODE_ID = 0xB030; // var NODE_HDR = 0xB010; // var PIVOT = 0xB013; // var INSTANCE_NAME = 0xB011; // var MORPH_SMOOTH = 0xB015; // var BOUNDBOX = 0xB014; // var POS_TRACK_TAG = 0xB020; // var COL_TRACK_TAG = 0xB025; // var ROT_TRACK_TAG = 0xB021; // var SCL_TRACK_TAG = 0xB022; // var MORPH_TRACK_TAG = 0xB026; // var FOV_TRACK_TAG = 0xB023; // var ROLL_TRACK_TAG = 0xB024; // var HOT_TRACK_TAG = 0xB027; // var FALL_TRACK_TAG = 0xB028; // var HIDE_TRACK_TAG = 0xB029; // var POLY_2D = 0x5000; // var SHAPE_OK = 0x5010; // var SHAPE_NOT_OK = 0x5011; // var SHAPE_HOOK = 0x5020; // var PATH_3D = 0x6000; // var PATH_MATRIX = 0x6005; // var SHAPE_2D = 0x6010; // var M_SCALE = 0x6020; // var M_TWIST = 0x6030; // var M_TEETER = 0x6040; // var M_FIT = 0x6050; // var M_BEVEL = 0x6060; // var XZ_CURVE = 0x6070; // var YZ_CURVE = 0x6080; // var INTERPCT = 0x6090; // var DEFORM_LIMIT = 0x60A0; // var USE_CONTOUR = 0x6100; // var USE_TWEEN = 0x6110; // var USE_SCALE = 0x6120; // var USE_TWIST = 0x6130; // var USE_TEETER = 0x6140; // var USE_FIT = 0x6150; // var USE_BEVEL = 0x6160; // var DEFAULT_VIEW = 0x3000; // var VIEW_TOP = 0x3010; // var VIEW_BOTTOM = 0x3020; // var VIEW_LEFT = 0x3030; // var VIEW_RIGHT = 0x3040; // var VIEW_FRONT = 0x3050; // var VIEW_BACK = 0x3060; // var VIEW_USER = 0x3070; // var VIEW_CAMERA = 0x3080; // var VIEW_WINDOW = 0x3090; // var VIEWPORT_LAYOUT_OLD = 0x7000; // var VIEWPORT_DATA_OLD = 0x7010; // var VIEWPORT_LAYOUT = 0x7001; // var VIEWPORT_DATA = 0x7011; // var VIEWPORT_DATA_3 = 0x7012; // var VIEWPORT_SIZE = 0x7020; // var NETWORK_VIEW = 0x7030; export { TDSLoader };