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( function () {
/**
* Autodesk 3DS three.js file loader, based on lib3ds.
*
* Loads geometry with uv and materials basic properties with texture support.
*
* @class TDSLoader
* @constructor
*/
class TDSLoader extends THREE.Loader {
constructor( manager ) {
super( manager );
this.debug = false;
this.group = null;
this.materials = [];
this.meshes = [];
}
/**
* 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( url, onLoad, onProgress, onError ) {
const scope = this;
const path = this.path === '' ? THREE.LoaderUtils.extractUrlBase( url ) : this.path;
const loader = new THREE.FileLoader( this.manager );
loader.setPath( this.path );
loader.setResponseType( 'arraybuffer' );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( data ) {
try {
onLoad( scope.parse( data, path ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
console.error( e );
}
scope.manager.itemError( url );
}
}, 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} THREE.Group loaded from 3ds file.
*/
parse( arraybuffer, path ) {
this.group = new THREE.Group();
this.materials = [];
this.meshes = [];
this.readFile( arraybuffer, path );
for ( let 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( arraybuffer, path ) {
const data = new DataView( arraybuffer );
const chunk = new Chunk( data, 0, this.debugMessage );
if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
let next = chunk.readChunk();
while ( next ) {
if ( next.id === M3D_VERSION ) {
const version = next.readDWord();
this.debugMessage( '3DS file version: ' + version );
} else if ( next.id === MDATA ) {
this.readMeshData( next, path );
} else {
this.debugMessage( 'Unknown main chunk: ' + next.hexId );
}
next = chunk.readChunk();
}
}
this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
}
/**
* Read mesh data chunk.
*
* @method readMeshData
* @param {Chunk} chunk to read mesh from
* @param {String} path Path for external resources.
*/
readMeshData( chunk, path ) {
let next = chunk.readChunk();
while ( next ) {
if ( next.id === MESH_VERSION ) {
const version = + next.readDWord();
this.debugMessage( 'Mesh Version: ' + version );
} else if ( next.id === MASTER_SCALE ) {
const scale = next.readFloat();
this.debugMessage( 'Master scale: ' + scale );
this.group.scale.set( scale, scale, scale );
} else if ( next.id === NAMED_OBJECT ) {
this.debugMessage( 'Named Object' );
this.readNamedObject( next );
} else if ( next.id === MAT_ENTRY ) {
this.debugMessage( 'Material' );
this.readMaterialEntry( next, path );
} else {
this.debugMessage( 'Unknown MDATA chunk: ' + next.hexId );
}
next = chunk.readChunk();
}
}
/**
* Read named object chunk.
*
* @method readNamedObject
* @param {Chunk} chunk Chunk in use.
*/
readNamedObject( chunk ) {
const name = chunk.readString();
let next = chunk.readChunk();
while ( next ) {
if ( next.id === N_TRI_OBJECT ) {
const mesh = this.readMesh( next );
mesh.name = name;
this.meshes.push( mesh );
} else {
this.debugMessage( 'Unknown named object chunk: ' + next.hexId );
}
next = chunk.readChunk();
}
}
/**
* Read material data chunk and add it to the material list.
*
* @method readMaterialEntry
* @param {Chunk} chunk Chunk in use.
* @param {String} path Path for external resources.
*/
readMaterialEntry( chunk, path ) {
let next = chunk.readChunk();
const material = new THREE.MeshPhongMaterial();
while ( next ) {
if ( next.id === MAT_NAME ) {
material.name = next.readString();
this.debugMessage( ' Name: ' + material.name );
} else if ( next.id === MAT_WIRE ) {
this.debugMessage( ' Wireframe' );
material.wireframe = true;
} else if ( next.id === MAT_WIRE_SIZE ) {
const value = next.readByte();
material.wireframeLinewidth = value;
this.debugMessage( ' Wireframe Thickness: ' + value );
} else if ( next.id === MAT_TWO_SIDE ) {
material.side = THREE.DoubleSide;
this.debugMessage( ' DoubleSided' );
} else if ( next.id === MAT_ADDITIVE ) {
this.debugMessage( ' Additive Blending' );
material.blending = THREE.AdditiveBlending;
} else if ( next.id === MAT_DIFFUSE ) {
this.debugMessage( ' Diffuse THREE.Color' );
material.color = this.readColor( next );
} else if ( next.id === MAT_SPECULAR ) {
this.debugMessage( ' Specular THREE.Color' );
material.specular = this.readColor( next );
} else if ( next.id === MAT_AMBIENT ) {
this.debugMessage( ' Ambient color' );
material.color = this.readColor( next );
} else if ( next.id === MAT_SHININESS ) {
const shininess = this.readPercentage( next );
material.shininess = shininess * 100;
this.debugMessage( ' Shininess : ' + shininess );
} else if ( next.id === MAT_TRANSPARENCY ) {
const transparency = this.readPercentage( next );
material.opacity = 1 - transparency;
this.debugMessage( ' Transparency : ' + transparency );
material.transparent = material.opacity < 1 ? true : false;
} else if ( next.id === MAT_TEXMAP ) {
this.debugMessage( ' ColorMap' );
material.map = this.readMap( next, path );
} else if ( next.id === MAT_BUMPMAP ) {
this.debugMessage( ' BumpMap' );
material.bumpMap = this.readMap( next, path );
} else if ( next.id === MAT_OPACMAP ) {
this.debugMessage( ' OpacityMap' );
material.alphaMap = this.readMap( next, path );
} else if ( next.id === MAT_SPECMAP ) {
this.debugMessage( ' SpecularMap' );
material.specularMap = this.readMap( next, path );
} else {
this.debugMessage( ' Unknown material chunk: ' + next.hexId );
}
next = chunk.readChunk();
}
this.materials[ material.name ] = material;
}
/**
* Read mesh data chunk.
*
* @method readMesh
* @param {Chunk} chunk Chunk in use.
* @return {Mesh} The parsed mesh.
*/
readMesh( chunk ) {
let next = chunk.readChunk();
const geometry = new THREE.BufferGeometry();
const material = new THREE.MeshPhongMaterial();
const mesh = new THREE.Mesh( geometry, material );
mesh.name = 'mesh';
while ( next ) {
if ( next.id === POINT_ARRAY ) {
const points = next.readWord();
this.debugMessage( ' Vertex: ' + points );
//BufferGeometry
const vertices = [];
for ( let i = 0; i < points; i ++ ) {
vertices.push( next.readFloat() );
vertices.push( next.readFloat() );
vertices.push( next.readFloat() );
}
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
} else if ( next.id === FACE_ARRAY ) {
this.readFaceArray( next, mesh );
} else if ( next.id === TEX_VERTS ) {
const texels = next.readWord();
this.debugMessage( ' UV: ' + texels );
//BufferGeometry
const uvs = [];
for ( let i = 0; i < texels; i ++ ) {
uvs.push( next.readFloat() );
uvs.push( next.readFloat() );
}
geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
} else if ( next.id === MESH_MATRIX ) {
this.debugMessage( ' Tranformation Matrix (TODO)' );
const values = [];
for ( let i = 0; i < 12; i ++ ) {
values[ i ] = next.readFloat();
}
const matrix = new THREE.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();
const inverse = new THREE.Matrix4();
inverse.copy( matrix ).invert();
geometry.applyMatrix4( inverse );
matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
} else {
this.debugMessage( ' Unknown mesh chunk: ' + next.hexId );
}
next = chunk.readChunk();
}
geometry.computeVertexNormals();
return mesh;
}
/**
* Read face array data chunk.
*
* @method readFaceArray
* @param {Chunk} chunk Chunk in use.
* @param {Mesh} mesh THREE.Mesh to be filled with the data read.
*/
readFaceArray( chunk, mesh ) {
const faces = chunk.readWord();
this.debugMessage( ' Faces: ' + faces );
const index = [];
for ( let i = 0; i < faces; ++ i ) {
index.push( chunk.readWord(), chunk.readWord(), chunk.readWord() );
chunk.readWord(); // visibility
}
mesh.geometry.setIndex( index );
//The rest of the FACE_ARRAY chunk is subchunks
let materialIndex = 0;
let start = 0;
while ( ! chunk.endOfChunk ) {
const subchunk = chunk.readChunk();
if ( subchunk.id === MSH_MAT_GROUP ) {
this.debugMessage( ' Material THREE.Group' );
const group = this.readMaterialGroup( subchunk );
const count = group.index.length * 3; // assuming successive indices
mesh.geometry.addGroup( start, count, materialIndex );
start += count;
materialIndex ++;
const material = this.materials[ group.name ];
if ( Array.isArray( mesh.material ) === false ) mesh.material = [];
if ( material !== undefined ) {
mesh.material.push( material );
}
} else {
this.debugMessage( ' Unknown face array chunk: ' + subchunk.hexId );
}
}
if ( mesh.material.length === 1 ) mesh.material = mesh.material[ 0 ]; // for backwards compatibility
}
/**
* Read texture map data chunk.
*
* @method readMap
* @param {Chunk} chunk Chunk in use.
* @param {String} path Path for external resources.
* @return {Texture} Texture read from this data chunk.
*/
readMap( chunk, path ) {
let next = chunk.readChunk();
let texture = {};
const loader = new THREE.TextureLoader( this.manager );
loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
while ( next ) {
if ( next.id === MAT_MAPNAME ) {
const name = next.readString();
texture = loader.load( name );
this.debugMessage( ' File: ' + path + name );
} else if ( next.id === MAT_MAP_UOFFSET ) {
texture.offset.x = next.readFloat();
this.debugMessage( ' OffsetX: ' + texture.offset.x );
} else if ( next.id === MAT_MAP_VOFFSET ) {
texture.offset.y = next.readFloat();
this.debugMessage( ' OffsetY: ' + texture.offset.y );
} else if ( next.id === MAT_MAP_USCALE ) {
texture.repeat.x = next.readFloat();
this.debugMessage( ' RepeatX: ' + texture.repeat.x );
} else if ( next.id === MAT_MAP_VSCALE ) {
texture.repeat.y = next.readFloat();
this.debugMessage( ' RepeatY: ' + texture.repeat.y );
} else {
this.debugMessage( ' Unknown map chunk: ' + next.hexId );
}
next = chunk.readChunk();
}
return texture;
}
/**
* Read material group data chunk.
*
* @method readMaterialGroup
* @param {Chunk} chunk Chunk in use.
* @return {Object} Object with name and index of the object.
*/
readMaterialGroup( chunk ) {
const name = chunk.readString();
const numFaces = chunk.readWord();
this.debugMessage( ' Name: ' + name );
this.debugMessage( ' Faces: ' + numFaces );
const index = [];
for ( let i = 0; i < numFaces; ++ i ) {
index.push( chunk.readWord() );
}
return {
name: name,
index: index
};
}
/**
* Read a color value.
*
* @method readColor
* @param {Chunk} chunk Chunk.
* @return {Color} THREE.Color value read..
*/
readColor( chunk ) {
const subChunk = chunk.readChunk();
const color = new THREE.Color();
if ( subChunk.id === COLOR_24 || subChunk.id === LIN_COLOR_24 ) {
const r = subChunk.readByte();
const g = subChunk.readByte();
const b = subChunk.readByte();
color.setRGB( r / 255, g / 255, b / 255 );
this.debugMessage( ' THREE.Color: ' + color.r + ', ' + color.g + ', ' + color.b );
} else if ( subChunk.id === COLOR_F || subChunk.id === LIN_COLOR_F ) {
const r = subChunk.readFloat();
const g = subChunk.readFloat();
const b = subChunk.readFloat();
color.setRGB( r, g, b );
this.debugMessage( ' THREE.Color: ' + color.r + ', ' + color.g + ', ' + color.b );
} else {
this.debugMessage( ' Unknown color chunk: ' + subChunk.hexId );
}
return color;
}
/**
* Read percentage value.
*
* @method readPercentage
* @param {Chunk} chunk Chunk to read data from.
* @return {Number} Data read from the dataview.
*/
readPercentage( chunk ) {
const subChunk = chunk.readChunk();
switch ( subChunk.id ) {
case INT_PERCENTAGE:
return subChunk.readShort() / 100;
break;
case FLOAT_PERCENTAGE:
return subChunk.readFloat();
break;
default:
this.debugMessage( ' Unknown percentage chunk: ' + subChunk.hexId );
return 0;
}
}
/**
* 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( message ) {
if ( this.debug ) {
console.log( message );
}
}
}
/** Read data/sub-chunks from chunk */
class Chunk {
/**
* Create a new chunk
*
* @class Chunk
* @param {DataView} data DataView to read from.
* @param {Number} position in data.
* @param {Function} debugMessage logging callback.
*/
constructor( data, position, debugMessage ) {
this.data = data;
// the offset to the begin of this chunk
this.offset = position;
// the current reading position
this.position = position;
this.debugMessage = debugMessage;
if ( this.debugMessage instanceof Function ) {
this.debugMessage = function () {};
}
this.id = this.readWord();
this.size = this.readDWord();
this.end = this.offset + this.size;
if ( this.end > data.byteLength ) {
this.debugMessage( 'Bad chunk size for chunk at ' + position );
}
}
/**
* read a sub cchunk.
*
* @method readChunk
* @return {Chunk | null} next sub chunk
*/
readChunk() {
if ( this.endOfChunk ) {
return null;
}
try {
const next = new Chunk( this.data, this.position, this.debugMessage );
this.position += next.size;
return next;
} catch ( e ) {
this.debugMessage( 'Unable to read chunk at ' + this.position );
return null;
}
}
/**
* return the ID of this chunk as Hex
*
* @method idToString
* @return {String} hex-string of id
*/
get hexId() {
return this.id.toString( 16 );
}
get endOfChunk() {
return this.position >= this.end;
}
/**
* Read byte value.
*
* @method readByte
* @return {Number} Data read from the dataview.
*/
readByte() {
const v = this.data.getUint8( this.position, true );
this.position += 1;
return v;
}
/**
* Read 32 bit float value.
*
* @method readFloat
* @return {Number} Data read from the dataview.
*/
readFloat() {
try {
const v = this.data.getFloat32( this.position, true );
this.position += 4;
return v;
} catch ( e ) {
this.debugMessage( e + ' ' + this.position + ' ' + this.data.byteLength );
return 0;
}
}
/**
* Read 32 bit signed integer value.
*
* @method readInt
* @return {Number} Data read from the dataview.
*/
readInt() {
const v = this.data.getInt32( this.position, true );
this.position += 4;
return v;
}
/**
* Read 16 bit signed integer value.
*
* @method readShort
* @return {Number} Data read from the dataview.
*/
readShort() {
const v = this.data.getInt16( this.position, true );
this.position += 2;
return v;
}
/**
* Read 64 bit unsigned integer value.
*
* @method readDWord
* @return {Number} Data read from the dataview.
*/
readDWord() {
const v = this.data.getUint32( this.position, true );
this.position += 4;
return v;
}
/**
* Read 32 bit unsigned integer value.
*
* @method readWord
* @return {Number} Data read from the dataview.
*/
readWord() {
const v = this.data.getUint16( this.position, true );
this.position += 2;
return v;
}
/**
* Read NULL terminated ASCII string value from chunk-pos.
*
* @method readString
* @return {String} Data read from the dataview.
*/
readString() {
let s = '';
let c = this.readByte();
while ( c ) {
s += String.fromCharCode( c );
c = this.readByte();
}
return s;
}
}
// const NULL_CHUNK = 0x0000;
const M3DMAGIC = 0x4D4D;
// const SMAGIC = 0x2D2D;
// const LMAGIC = 0x2D3D;
const MLIBMAGIC = 0x3DAA;
// const MATMAGIC = 0x3DFF;
const CMAGIC = 0xC23D;
const M3D_VERSION = 0x0002;
// const M3D_KFVERSION = 0x0005;
const COLOR_F = 0x0010;
const COLOR_24 = 0x0011;
const LIN_COLOR_24 = 0x0012;
const LIN_COLOR_F = 0x0013;
const INT_PERCENTAGE = 0x0030;
const FLOAT_PERCENTAGE = 0x0031;
const MDATA = 0x3D3D;
const MESH_VERSION = 0x3D3E;
const MASTER_SCALE = 0x0100;
// const LO_SHADOW_BIAS = 0x1400;
// const HI_SHADOW_BIAS = 0x1410;
// const SHADOW_MAP_SIZE = 0x1420;
// const SHADOW_SAMPLES = 0x1430;
// const SHADOW_RANGE = 0x1440;
// const SHADOW_FILTER = 0x1450;
// const RAY_BIAS = 0x1460;
// const O_CONSTS = 0x1500;
// const AMBIENT_LIGHT = 0x2100;
// const BIT_MAP = 0x1100;
// const SOLID_BGND = 0x1200;
// const V_GRADIENT = 0x1300;
// const USE_BIT_MAP = 0x1101;
// const USE_SOLID_BGND = 0x1201;
// const USE_V_GRADIENT = 0x1301;
// const FOG = 0x2200;
// const FOG_BGND = 0x2210;
// const LAYER_FOG = 0x2302;
// const DISTANCE_CUE = 0x2300;
// const DCUE_BGND = 0x2310;
// const USE_FOG = 0x2201;
// const USE_LAYER_FOG = 0x2303;
// const USE_DISTANCE_CUE = 0x2301;
const MAT_ENTRY = 0xAFFF;
const MAT_NAME = 0xA000;
const MAT_AMBIENT = 0xA010;
const MAT_DIFFUSE = 0xA020;
const MAT_SPECULAR = 0xA030;
const MAT_SHININESS = 0xA040;
// const MAT_SHIN2PCT = 0xA041;
const MAT_TRANSPARENCY = 0xA050;
// const MAT_XPFALL = 0xA052;
// const MAT_USE_XPFALL = 0xA240;
// const MAT_REFBLUR = 0xA053;
// const MAT_SHADING = 0xA100;
// const MAT_USE_REFBLUR = 0xA250;
// const MAT_SELF_ILLUM = 0xA084;
const MAT_TWO_SIDE = 0xA081;
// const MAT_DECAL = 0xA082;
const MAT_ADDITIVE = 0xA083;
const MAT_WIRE = 0xA085;
// const MAT_FACEMAP = 0xA088;
// const MAT_TRANSFALLOFF_IN = 0xA08A;
// const MAT_PHONGSOFT = 0xA08C;
// const MAT_WIREABS = 0xA08E;
const MAT_WIRE_SIZE = 0xA087;
const MAT_TEXMAP = 0xA200;
// const MAT_SXP_TEXT_DATA = 0xA320;
// const MAT_TEXMASK = 0xA33E;
// const MAT_SXP_TEXTMASK_DATA = 0xA32A;
// const MAT_TEX2MAP = 0xA33A;
// const MAT_SXP_TEXT2_DATA = 0xA321;
// const MAT_TEX2MASK = 0xA340;
// const MAT_SXP_TEXT2MASK_DATA = 0xA32C;
const MAT_OPACMAP = 0xA210;
// const MAT_SXP_OPAC_DATA = 0xA322;
// const MAT_OPACMASK = 0xA342;
// const MAT_SXP_OPACMASK_DATA = 0xA32E;
const MAT_BUMPMAP = 0xA230;
// const MAT_SXP_BUMP_DATA = 0xA324;
// const MAT_BUMPMASK = 0xA344;
// const MAT_SXP_BUMPMASK_DATA = 0xA330;
const MAT_SPECMAP = 0xA204;
// const MAT_SXP_SPEC_DATA = 0xA325;
// const MAT_SPECMASK = 0xA348;
// const MAT_SXP_SPECMASK_DATA = 0xA332;
// const MAT_SHINMAP = 0xA33C;
// const MAT_SXP_SHIN_DATA = 0xA326;
// const MAT_SHINMASK = 0xA346;
// const MAT_SXP_SHINMASK_DATA = 0xA334;
// const MAT_SELFIMAP = 0xA33D;
// const MAT_SXP_SELFI_DATA = 0xA328;
// const MAT_SELFIMASK = 0xA34A;
// const MAT_SXP_SELFIMASK_DATA = 0xA336;
// const MAT_REFLMAP = 0xA220;
// const MAT_REFLMASK = 0xA34C;
// const MAT_SXP_REFLMASK_DATA = 0xA338;
// const MAT_ACUBIC = 0xA310;
const MAT_MAPNAME = 0xA300;
// const MAT_MAP_TILING = 0xA351;
// const MAT_MAP_TEXBLUR = 0xA353;
const MAT_MAP_USCALE = 0xA354;
const MAT_MAP_VSCALE = 0xA356;
const MAT_MAP_UOFFSET = 0xA358;
const MAT_MAP_VOFFSET = 0xA35A;
// const MAT_MAP_ANG = 0xA35C;
// const MAT_MAP_COL1 = 0xA360;
// const MAT_MAP_COL2 = 0xA362;
// const MAT_MAP_RCOL = 0xA364;
// const MAT_MAP_GCOL = 0xA366;
// const MAT_MAP_BCOL = 0xA368;
const NAMED_OBJECT = 0x4000;
// const N_DIRECT_LIGHT = 0x4600;
// const DL_OFF = 0x4620;
// const DL_OUTER_RANGE = 0x465A;
// const DL_INNER_RANGE = 0x4659;
// const DL_MULTIPLIER = 0x465B;
// const DL_EXCLUDE = 0x4654;
// const DL_ATTENUATE = 0x4625;
// const DL_SPOTLIGHT = 0x4610;
// const DL_SPOT_ROLL = 0x4656;
// const DL_SHADOWED = 0x4630;
// const DL_LOCAL_SHADOW2 = 0x4641;
// const DL_SEE_CONE = 0x4650;
// const DL_SPOT_RECTANGULAR = 0x4651;
// const DL_SPOT_ASPECT = 0x4657;
// const DL_SPOT_PROJECTOR = 0x4653;
// const DL_SPOT_OVERSHOOT = 0x4652;
// const DL_RAY_BIAS = 0x4658;
// const DL_RAYSHAD = 0x4627;
// const N_CAMERA = 0x4700;
// const CAM_SEE_CONE = 0x4710;
// const CAM_RANGES = 0x4720;
// const OBJ_HIDDEN = 0x4010;
// const OBJ_VIS_LOFTER = 0x4011;
// const OBJ_DOESNT_CAST = 0x4012;
// const OBJ_DONT_RECVSHADOW = 0x4017;
// const OBJ_MATTE = 0x4013;
// const OBJ_FAST = 0x4014;
// const OBJ_PROCEDURAL = 0x4015;
// const OBJ_FROZEN = 0x4016;
const N_TRI_OBJECT = 0x4100;
const POINT_ARRAY = 0x4110;
// const POINT_FLAG_ARRAY = 0x4111;
const FACE_ARRAY = 0x4120;
const MSH_MAT_GROUP = 0x4130;
// const SMOOTH_GROUP = 0x4150;
// const MSH_BOXMAP = 0x4190;
const TEX_VERTS = 0x4140;
const MESH_MATRIX = 0x4160;
THREE.TDSLoader = TDSLoader;
} )();