nuclear@0: #ifndef _3DSCHUNKS_H_ nuclear@0: #define _3DSCHUNKS_H_ nuclear@0: nuclear@0: enum ChunkID { nuclear@0: Chunk_Color_Float3 = 0x0010, // o Floating point color nuclear@0: Chunk_Color_Byte3 = 0x0011, // o 24bit color nuclear@0: Chunk_Color_GammaByte3 = 0x0012, // o 24bit gamma corrected nuclear@0: Chunk_Color_GammaFloat3 = 0x0013, // o Floating point gamma corrected nuclear@0: Chunk_PercentInt = 0x0030, // o Percent Chunk int 0 - 100 nuclear@0: Chunk_PercentFloat = 0x0031, // o Percent Chunk float 0 - 1 nuclear@0: nuclear@0: Chunk_3DSMain = 0x4D4D, // + Root Chunk nuclear@0: Chunk_Main_3DSVersion = 0x0002, // - 3DS Version nuclear@0: Chunk_Main_3DEditor = 0x3D3D, // + 3D Editor Chunk nuclear@0: Chunk_Edit_Unit = 0x0100, // - Unit nuclear@0: Chunk_Edit_BGBitmap = 0x1100, // - Background Bitmap nuclear@0: Chunk_Edit_UseBGBitmap = 0x1101, // - Use Background Bitmap nuclear@0: Chunk_Edit_BGColor = 0x1200, // - Background Color nuclear@0: Chunk_Edit_UseBGColor = 0x1201, // - Use Background Color nuclear@0: Chunk_Edit_GradColor = 0x1300, // - Background Gradient nuclear@0: Chunk_Edit_UseGradColor = 0x1301, // - Use Gradient Color nuclear@0: Chunk_Edit_ShadowMapBias = 0x1400, // - Shadow map bias nuclear@0: Chunk_Edit_ShadowMapSize = 0x1420, // - Shadow map size nuclear@0: Chunk_Edit_ShadowMapSampleRange = 0x1450, // - Shadow map sample range nuclear@0: Chunk_Edit_RaytraceBias = 0x1460, // - Raytrace bias nuclear@0: Chunk_Edit_UseRaytrace = 0x1470, // - Use Raytrace nuclear@0: Chunk_Edit_AmbientColor = 0x2100, // - Ambient Color nuclear@0: Chunk_Edit_Fog = 0x2200, // + Fog nuclear@0: Chunk_Fog_FogColor = 0x2210, // - Fog Color nuclear@0: Chunk_Edit_UseFog = 0x2201, // - Use Fog nuclear@0: Chunk_Edit_DistanceQue = 0x2300, // + Distance que nuclear@0: Chunk_Dist_DimBackground = 0x2310, // - Dim Background nuclear@0: Chunk_Edit_UseDistanceQue = 0x2301, // - Use distance que nuclear@0: Chunk_Edit_LayeredFogOptions = 0x2302, // - Layered fog options nuclear@0: Chunk_Edit_UseLayeredFog = 0x2303, // - Use Layered Fog nuclear@0: Chunk_Edit_MeshVersion = 0x3D3E, // - Mesh Version nuclear@0: nuclear@0: Chunk_Edit_Object = 0x4000, // + Object nuclear@0: Chunk_Obj_Hidden = 0x4010, // - Hidden nuclear@0: Chunk_Obj_DontCastShadows = 0x4012, // - Object doesn't cast shadows nuclear@0: Chunk_Obj_MatteObject = 0x4013, // - Matte nuclear@0: Chunk_Obj_ExternalProcessOn = 0x4015, // - External Process on (?) nuclear@0: Chunk_Obj_DontReceiveShadows = 0x4017, // - doesn't reseive shadows nuclear@0: Chunk_Obj_TriMesh = 0x4100, // + TriMesh nuclear@0: Chunk_TriMesh_VertexList = 0x4110, // - Vertex List nuclear@0: Chunk_TriMesh_FaceDesc = 0x4120, // + Faces description nuclear@0: Chunk_Face_Material = 0x4130, // - Face Materials* nuclear@0: Chunk_TriMesh_TexCoords = 0x4140, // - Texture Coordinates nuclear@0: Chunk_TriMesh_SmoothingGroup = 0x4150, // - Smoothing group nuclear@0: Chunk_TriMesh_WorldTransform = 0x4160, // - Position and Orientation nuclear@0: Chunk_TriMesh_Color = 0x4165, // - Object color nuclear@0: Chunk_TriMesh_ExternalProcessName = 0x4181, // - External Process name (?) nuclear@0: Chunk_TriMesh_ExternalProcessParams = 0x4182, // - External Process parameters (?) nuclear@0: nuclear@0: Chunk_Obj_Light = 0x4600, // + Light nuclear@0: Chunk_Light_SpotLight = 0x4610, // + SpotLight nuclear@0: Chunk_Spot_Raytrace = 0x4627, // - Raytrace nuclear@0: Chunk_Spot_CastShadows = 0x4630, // - Light casts shadows nuclear@0: Chunk_Spot_ShadowMap = 0x4641, // - Shadow Map nuclear@0: Chunk_Spot_ShowCone = 0x4650, // - Show Cone nuclear@0: Chunk_Spot_Rectangular = 0x4651, // - Rectangular shaped spotlight nuclear@0: Chunk_Spot_OverShoot = 0x4652, // - Overshoot nuclear@0: Chunk_Spot_ProjMap = 0x4653, // - Projector Map nuclear@0: Chunk_Spot_Roll = 0x4656, // - Roll around dir nuclear@0: Chunk_Spot_RaytraceBias = 0x4658, // - Raytrace Bias nuclear@0: Chunk_Light_Off = 0x4620, // - Light is disabled nuclear@0: Chunk_Light_Attenuation = 0x4625, // - Attenuation enabled nuclear@0: Chunk_Light_AttenuationStart = 0x4659, // - Attenuation Start Range nuclear@0: Chunk_Light_AttenuationEnd = 0x465A, // - Attenuation End Range nuclear@0: Chunk_Light_Intensity = 0x465B, // - Light Intensity nuclear@0: nuclear@0: Chunk_Obj_Camera = 0x4700, // - Camera nuclear@0: Chunk_Edit_ViewSettings = 0x7001, // - View Settings nuclear@0: Chunk_Edit_ViewDesc2 = 0x7011, // - View Description 2 nuclear@0: Chunk_Edit_ViewDesc1 = 0x7012, // - View Description 1 nuclear@0: Chunk_Edit_MeshWindows = 0x7020, // - Mesh Windows (?) nuclear@0: nuclear@0: Chunk_Edit_Material = 0xAFFF, // + Material Block nuclear@0: Chunk_Mat_Name = 0xA000, // - Material Name nuclear@0: Chunk_Mat_AmbientColor = 0xA010, // - Ambient Color nuclear@0: Chunk_Mat_DiffuseColor = 0xA020, // - Diffuse Color nuclear@0: Chunk_Mat_SpecularColor = 0xA030, // - Specular Color nuclear@0: Chunk_Mat_Specular = 0xA040, // - Shininness (Specular Power) nuclear@0: Chunk_Mat_SpecularIntensity = 0xA041, // - Shininness Strength (specular intensity) nuclear@0: Chunk_Mat_Transparency = 0xA050, // - Transparency (alpha) nuclear@0: Chunk_Mat_TransparencyFalloff = 0xA052, // - Transparency Falloff nuclear@0: Chunk_Mat_ReflectionBlur = 0xA053, // - Reflection Blur nuclear@0: Chunk_Mat_TwoSided = 0xA081, // - Two Sided nuclear@0: Chunk_Mat_AddTransparency = 0xA083, // - ? nuclear@0: Chunk_Mat_SelfIllumination = 0xA084, // - Self Illumination (emissive) nuclear@0: Chunk_Mat_Wireframe = 0xA085, // - Render in wireframe nuclear@0: Chunk_Mat_WireframeThickness = 0xA087, // - Wire thickness nuclear@0: Chunk_Mat_FaceMapping = 0xA088, // - Apply maps to faces seperatly (ignore uv) nuclear@0: Chunk_Mat_InTranc = 0xA08A, // ? nuclear@0: Chunk_Mat_Soften = 0xA08C, // - Soft Shading nuclear@0: Chunk_Mat_WireUnits = 0xA08E, // - Wire units (?) nuclear@0: Chunk_Mat_RenderType = 0xA100, // - Render Type nuclear@0: Chunk_Mat_BumpMapPercent = 0xA252, // - Bump map intensity nuclear@0: Chunk_Mat_TextureMap = 0xA200, // + Texture Map nuclear@0: Chunk_Mat_TextureMap2 = 0xA33A, // + Texture Map 2 nuclear@0: Chunk_Mat_OpacityMap = 0xA210, // + Opacity Map nuclear@0: Chunk_Mat_BumpMap = 0xA230, // + Bump Map nuclear@0: Chunk_Mat_SpecularMap = 0xA33C, // + Specular Intensity map nuclear@0: Chunk_Mat_SpecularColorMap = 0xA204, // + Specular color (texture) map nuclear@0: Chunk_Mat_SelfIlluminationMap = 0xA33D, // + Self Illumination Map nuclear@0: Chunk_Mat_ReflectionMap = 0xA220, // + Reflection Map nuclear@0: Chunk_Mat_TextureMask = 0xA33E, // - Texture Mask nuclear@0: Chunk_Mat_Texture2Mask = 0xA340, // - Texture 2 Mask nuclear@0: Chunk_Mat_OpacityMask = 0xA342, // - Opacity Mask nuclear@0: Chunk_Mat_BumpMask = 0xA344, // - Bump Mask nuclear@0: Chunk_Mat_SpecularMask = 0xA346, // - Specular Mask nuclear@0: Chunk_Mat_SpecularColorMask = 0xA348, // - Specular color mask nuclear@0: Chunk_Mat_SelfIlluminationMask = 0xA34A, // - Self Illumination mask nuclear@0: Chunk_Mat_ReflectionMask = 0xA34C, // - Reflection mask nuclear@0: nuclear@0: // map subchunks // ----------------------- nuclear@0: Chunk_Map_FileName = 0xA300, // - Filename nuclear@0: Chunk_Map_Params = 0xA351, // - Parameters nuclear@0: Chunk_Map_BlurPercent = 0xA353, // - Blur ammount nuclear@0: Chunk_Map_VScale = 0xA354, // - Texture V Scale nuclear@0: Chunk_Map_UScale = 0xA356, // - Texture U Scale nuclear@0: Chunk_Map_UOffset = 0xA358, // - Texture U Offset nuclear@0: Chunk_MAP_VOffset = 0xA35A, // - Texture V Offset nuclear@0: Chunk_Map_RotationAngle = 0xA35C, // - Texture Rotation Angle nuclear@0: Chunk_Map_RGBLumAlphaTint1 = 0xA360, // - RGB Luminance Alpha Tint 1 nuclear@0: Chunk_Map_RGBLumAlphaTint2 = 0xA362, // - RGB Luminance Alpha Tint 2 nuclear@0: Chunk_Map_RGBTintR = 0xA364, // - RGB Tint R nuclear@0: Chunk_Map_RGBTintG = 0xA366, // - RGB Tint G nuclear@0: Chunk_Map_RGBTintB = 0xA368, // - RGB Tint B nuclear@0: // map subchunks end // ----------------------- nuclear@0: nuclear@0: Chunk_Main_Keyframer = 0xB000, // + Keyframer Chunk nuclear@0: Chunk_Key_AmbientInfo = 0xB001, // - Ambient animation info nuclear@0: Chunk_Key_MeshInfo = 0xB002, // - Mesh animation info nuclear@0: Chunk_Key_CameraInfo = 0xB003, // - Camera animation info nuclear@0: Chunk_Key_CameraTargetInfo = 0xB004, // - Camera Target animation info nuclear@0: Chunk_Key_OmniLightInfo = 0xB005, // - Omni Light animation info nuclear@0: Chunk_Key_SpotLightTargetInfo = 0xB006, // - Spotlight target animation info nuclear@0: Chunk_Key_SpotLightInfo = 0xB007, // - Spotlight animation info nuclear@0: Chunk_Key_Frames = 0xB008, // - Animation Frames nuclear@0: nuclear@0: // animation information subchunks // ----------------------- nuclear@0: Chunk_Info_Object = 0xB010, // - Object information nuclear@0: Chunk_Info_ObjectPivot = 0xB013, // - Object Pivot nuclear@0: Chunk_Info_ObjectMorphAngle = 0xB015, // - Object Morph Angle nuclear@0: Chunk_Info_PositionTrack = 0xB020, // - Position Track nuclear@0: Chunk_Info_RotationTrack = 0xB021, // - Rotation Track nuclear@0: Chunk_Info_ScaleTrack = 0xB022, // - Scaling Track nuclear@0: Chunk_Info_FOVTrack = 0xB023, // - FOV Track nuclear@0: Chunk_Info_RollTrack = 0xB024, // - Roll Track nuclear@0: Chunk_Info_ColorTrack = 0xB025, // - Color Track nuclear@0: Chunk_Info_MorphTrack = 0xB026, // - Morph Track nuclear@0: Chunk_Info_HotSpotTrack = 0xB027, // - HotSpot Track nuclear@0: Chunk_Info_FalloffTrack = 0xB028, // - Falloff Track nuclear@0: Chunk_Info_HideTrack = 0xB029, // - Hide Track nuclear@0: Chunk_Info_HierarchyPosition = 0xB030 // - Hierarchy Position nuclear@0: }; nuclear@0: nuclear@0: #endif // _3DSCHUNKS_H_ nuclear@0: