/*
 * Autodesk 3DS threee.js file loader, based on lib3ds.
 *
 * Loads geometry with uv and materials basic properties with texture support.
 *
 * @author @tentone
 * @author @timknip
 * @class TDSLoader
 * @constructor
 */

'use strict';

THREE.TDSLoader = function ( manager ) {

	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
	this.debug = false;

	this.group = null;
	this.position = 0;

	this.materials = [];
	this.meshes = [];

};

THREE.TDSLoader.prototype = {

	constructor: THREE.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 = this.path !== undefined ? this.path : THREE.LoaderUtils.extractUrlBase( url );

		var loader = new THREE.FileLoader( this.manager );

		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 {Object3D} Group loaded from 3ds file.
	 */
	parse: function ( arraybuffer, path ) {

		this.group = new THREE.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.
	 */
	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.
	 */
	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.
	 */
	readMaterialEntry: function ( data, path ) {

		var chunk = this.readChunk( data );
		var next = this.nextChunk( data, chunk );
		var material = new THREE.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 = THREE.DoubleSide;
				this.debugMessage( '   DoubleSided' );

			} else if ( next === MAT_ADDITIVE ) {

				this.debugMessage( '   Additive Blending' );
				material.blending = THREE.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_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.
	 */
	readMesh: function ( data ) {

		var chunk = this.readChunk( data );
		var next = this.nextChunk( data, chunk );

		var useBufferGeometry = false;
		var geometry = null;
		var uvs = [];

		if ( useBufferGeometry ) {

			geometry = new THREE.BufferGeometry();

		}	else {

			geometry = new THREE.Geometry();

		}

		var material = new THREE.MeshPhongMaterial();
		var mesh = new THREE.Mesh( geometry, material );
		mesh.name = 'mesh';

		while ( next !== 0 ) {

			if ( next === POINT_ARRAY ) {

				var points = this.readWord( data );

				this.debugMessage( '   Vertex: ' + points );

				//BufferGeometry

				if ( useBufferGeometry )	{

					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.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );

				} else	{ //Geometry

					for ( var i = 0; i < points; i ++ )		{

						geometry.vertices.push( new THREE.Vector3( this.readFloat( data ), this.readFloat( data ), this.readFloat( data ) ) );

					}

				}

			} 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

				if ( useBufferGeometry )	{

					var uvs = [];
					for ( var i = 0; i < texels; i ++ )		{

						uvs.push( this.readFloat( data ) );
						uvs.push( this.readFloat( data ) );

					}
					geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( uvs ), 2 ) );

				} else { //Geometry

					uvs = [];
					for ( var i = 0; i < texels; i ++ )		{

						uvs.push( new THREE.Vector2( this.readFloat( data ), this.readFloat( data ) ) );

					}

				}

			} 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 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();

				var inverse = new THREE.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 );

		if ( ! useBufferGeometry ) {

			//geometry.faceVertexUvs[0][faceIndex][vertexIndex]

			if ( uvs.length > 0 ) {

				var faceUV = [];

				for ( var i = 0; i < geometry.faces.length; i ++ ) {

					faceUV.push( [ uvs[ geometry.faces[ i ].a ], uvs[ geometry.faces[ i ].b ], uvs[ geometry.faces[ i ].c ] ] );

				}

				geometry.faceVertexUvs[ 0 ] = faceUV;

			}

			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 );

		for ( var i = 0; i < faces; ++ i ) {

			mesh.geometry.faces.push( new THREE.Face3( this.readWord( data ), this.readWord( data ), this.readWord( data ) ) );

			var visibility = this.readWord( data );

		}

		//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.
	 * @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 THREE.TextureLoader( this.manager );
		loader.setPath( path );

		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 ) {

		var chunk = 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 THREE.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
	 * @param {DataView} data Dataview.
	 */
	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;

	},

	/**
	 * Set resource path used to determine the file path to attached resources.
	 *
	 * @method setPath
	 * @param {String} path Path to resources.
	 * @return Self for chaining.
	 */
	setPath: function ( path ) {

		this.path = path;

		return this;

	},

	/**
	 * 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;
