/**
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* Make a donation http://sourceforge.net/donate/index.php?group_id=98797
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* Microcrowd.com
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Contact Josh DeFord jdeford@microcrowd.com
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*/
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package com.microcrowd.loader.java3d.max3ds;
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import java.util.HashMap;
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import com.microcrowd.loader.java3d.max3ds.chunks.AxisChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.BooleanChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.BoundingBoxChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.CameraChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.Chunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.ColorChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.FacesDescriptionChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.FacesMaterialChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.FloatChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.FramesChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.FramesDescriptionChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.GlobalColorChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.HierarchyInfoChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.KeyFramerInfoChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.LightChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.MaterialChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.NamedObjectChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.PercentageChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.PivotChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.PositionChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.RotationChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.ScaleChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.SmoothingChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.SpotLightChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.StringChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.TextureChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.Vertex2ListChunk;
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import com.microcrowd.loader.java3d.max3ds.chunks.Vertex3ListChunk;
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/**
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* A Hashmap with the chunk names as values with keys
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* being the chunk id.
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*/
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public class ChunkMap extends HashMap
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{
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private Chunk mainChunk;
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/** Constant designating a chunk as a frames chunk*/
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public static final Integer FRAMES_CHUNK = new Integer((short)0x0B008);
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/** Constant designating a chunk as a mesh info chunk*/
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//public static final Integer AMBIENT_LIGHT_INFO = new Integer((short)0x0B001);
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public static final Integer MESH_INFO = new Integer((short)0x0B002);
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//public static final Integer CAMERA_INFO = new Integer((short)0x0B003);
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//public static final Integer CAMERA_TARGET_INFO = new Integer((short)0x0B004);
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//public static final Integer OMNI_LIGHT_INFO = new Integer((short)0x0B005);
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//public static final Integer SPOT_LIGHT_TARGET_INFO = new Integer((short)0x0B006);
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public static final Integer SPOT_LIGHT_INFO = new Integer((short)0x0B007);
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/** Key for the name and flags chunk */
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public static final Integer NAME_AND_FLAGS = new Integer((short)0xB010);
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/** Key for the pivot chunk */
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public static final Integer PIVOT = new Integer((short)0xB013);
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/** Indicates a position track chunk **/
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public static final Integer POSITION = new Integer((short)0xB020);
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/** Indicates a scale track chunk */
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public static final Integer SCALE_TRACK= new Integer((short)0xB022);
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/** Indicates a rotation track chunk */
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public static final Integer ROTATION= new Integer((short)0xB021);
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public static final Integer BOUNDING_BOX = new Integer((short)0x0B014);
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/** Indicates a hierarchy info chunk **/
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public static final Integer HIERARCHY_INFO= new Integer((short)0xB030);
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/** Signifies that the light is off **/
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//public static final Integer LIGHT_OFF = new Integer((short)0x4620);
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/** Signifies that the light is attenuated **/
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public static final Integer ATTENUATED = new Integer((short)0x4625);
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public static final Integer RANGE_START = new Integer((short)0x4659);
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public static final Integer RANGE_END = new Integer((short)0x465A);
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public static final Integer MULTIPLIER = new Integer((short)0x465B);
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public static final Integer SPOTLIGHT = new Integer((short)0x4610);
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public static final Integer COLOR = new Integer((short)0x0010);
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public static final Integer VERSION = new Integer((short)0x2);
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public static final Integer EDITOR = new Integer((short)0x3D3D);
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public static final Integer KEYFRAMER = new Integer((short)0xB000);
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/** These are the chunk ids for colors */
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public static final Integer MATERIAL_NAME = new Integer((short)0xA000);
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/** ID of the chunk that will be used to represent the ambient color. **/
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public static final Integer AMBIENT_COLOR = new Integer((short)0xA010);
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/** ID of the chunk that will be used to represent the diffuse color. **/
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public static final Integer DIFFUSE_COLOR = new Integer((short)0xA020);
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/** ID of the chunk that will be used to represent the specular color. **/
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public static final Integer SPECULAR_COLOR = new Integer((short)0xA030);
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/** ID of the chunk that will be used to represent the shinines. **/
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public static final Integer SHININESS = new Integer((short)0xA040);
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//public static final Integer SHININESS = new Integer((short)0xA041);
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/** ID of the chunk that will be used to represent the transparency. **/
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public static final Integer TRANSPARENCY = new Integer((short)0xA050);
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/** ID of the chunk that will be used to represent the two sided. **/
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public static final Integer TWO_SIDED = new Integer((short)0xA081);
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/** ID of the chunk that will be used to represent the texture. **/
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public static final Integer TEXTURE = new Integer((short)0xA200);
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/** ID of the chunk that will be used to represent the self illumination. **/
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/** Represent a mesh object for shapes. */
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public static final Integer MESH = new Integer((short)0x4100);
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/** Represent a camera for viewing */
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public static final Integer CAMERA = new Integer((short)0x4700);
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/** Represent a light */
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public static final Integer LIGHT = new Integer((short)0x4600);
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/** Signifies that the light is off **/
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//public static final Integer LIGHT_OFF = new Integer((short)0x4620);
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//public static final Integer RAYTRACE = new Integer((short)0x4627);
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//public static final Integer SHADOWED = new Integer((short)0x4630);
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//public static final Integer SHADOW_MAP = new Integer((short)0x4641);
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//public static final Integer SHOW_CONE = new Integer((short)0x4650);
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//public static final Integer RECTANGULAR = new Integer((short)0x4651);
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//public static final Integer OVERSHOOT = new Integer((short)0x4652);
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//public static final Integer SPOT_MAP = new Integer((short)0x4653);
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//public static final Integer SPOT_ROLL = new Integer((short)0x4656);
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//public static final Integer RAY_TRACE_BIAS = new Integer((short)0x4658);
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/** the id of a texture name chunk.*/
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public static final Integer TEXTURE_NAME = new Integer((short)0xA300);
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public static final int TEXTURE_TILING = 0xA351;
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public static final int TEXBLUR = 0xA353;
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/** The vertex list from which vertices of a face array will be used. */
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public static final Integer VERTEX_LIST = new Integer((short)0x4110);
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/** reference coordinates into the vertex list which represent texture coordinates. */
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public static final Integer TEXTURE_COORDINATES = new Integer((short)0x4140);
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/** Local coordinate system of the mesh. */
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public static final Integer COORDINATE_AXES = new Integer((short)0x4160);
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/** reference coordinates into the vertex list which represent shape vertex coordinates. */
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public static final Integer FACES_DESCRIPTION = new Integer((short)0x4120);
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public static final Integer MATERIAL = new Integer((short)0xAFFF);
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public static final Integer SCALE = new Integer((short)0x100);
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public static final Integer NAMED_OBJECT = new Integer((short)0x4000);
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/** Key mapping faces material chunk as a child of this chunk */
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public static final Integer FACES_MATERIAL = new Integer((short)0x4130);
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/** Key mapping smoothing chunk as a child of this chunk */
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public static final Integer SMOOTH = new Integer((short)0x4150);
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/**
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* singleton constructor.
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*/
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public ChunkMap(Chunk mainChunk)
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{
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this.mainChunk = mainChunk;
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initializeDataMap();
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}
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public Chunk get(Integer chunkID)
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{
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return (Chunk)super.get(chunkID);
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}
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/**
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* looks up the chunk corresponding to chunkID
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* in the chopper's cache. If its not there
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* look it up from the parent chunk provided.
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* @param chunkID the id of the chunk to lookup
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* @return the chunk for chunkID
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public synchronized Chunk getChunk(Chunk parentChunk, Integer chunkID)
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{
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Chunk chunk = (Chunk)get(chunkID);
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if(chunk == null && parentChunk != null)
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{
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chunk = (Chunk)(parentChunk.getChunkMap().get(chunkID)); //look up chunk from its parent.
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put(chunkID, chunk);
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}
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return chunk;
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}
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*/
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/**
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* Called when debugging is turned on. The keys are cast to short so that
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* they are improperly signed since java will be reading improperly signed
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* ids out of the file.
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*/
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private void initializeDataMap()
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{
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Chunk keyFramerChunk = new Chunk("KeyFramerChunk");
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Chunk editorChunk = new Chunk("EditorChunk");
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Chunk triangularMeshChunk = new Chunk("TriangularMeshChunk");
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Chunk facesDescriptionChunk = new FacesDescriptionChunk();
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Chunk framesDescriptionChunk = new FramesDescriptionChunk();
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Chunk textureChunk = new TextureChunk();
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Chunk lightChunk = new LightChunk();
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Chunk namedObjectChunk = new NamedObjectChunk();
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Chunk materialChunk = new MaterialChunk();
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Chunk keyFramerInfoChunk = new KeyFramerInfoChunk();
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Chunk spotLightChunk = new SpotLightChunk();
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Chunk floatChunk = new FloatChunk();
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Chunk framesChunk = new FramesChunk();
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Chunk pivotChunk = new PivotChunk();
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Chunk positionChunk = new PositionChunk();
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Chunk rotationChunk = new RotationChunk();
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Chunk scaleChunk = new ScaleChunk();
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Chunk hierarchyInfoChunk = new HierarchyInfoChunk();
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Chunk boundingBoxChunk = new BoundingBoxChunk();
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Chunk stringChunk = new StringChunk();
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Chunk globalColorChunk = new GlobalColorChunk();
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Chunk booleanChunk = new BooleanChunk();
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Chunk percentageChunk = new PercentageChunk();
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Chunk cameraChunk = new CameraChunk();
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Chunk colorChunk = new ColorChunk();
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Chunk vertex3ListChunk = new Vertex3ListChunk();
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Chunk vertex2ListChunk = new Vertex2ListChunk();
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Chunk axisChunk = new AxisChunk();
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Chunk facesMaterialChunk = new FacesMaterialChunk();
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Chunk smoothingChunk = new SmoothingChunk();
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//mainChunk.addSubChunk(VERSION, stringChunk);
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mainChunk.addSubChunk(EDITOR, editorChunk);
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mainChunk.addSubChunk(KEYFRAMER, keyFramerChunk);
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editorChunk.addSubChunk(MATERIAL, materialChunk);
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editorChunk.addSubChunk(SCALE, floatChunk);
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editorChunk.addSubChunk(NAMED_OBJECT, namedObjectChunk);
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keyFramerChunk.addSubChunk(FRAMES_CHUNK, framesChunk);
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keyFramerChunk.addSubChunk(MESH_INFO, keyFramerInfoChunk);
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//keyFramerChunk.addSubChunk(AMBIENT_LIGHT_INFO, keyFramerInfoChunk);
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//keyFramerChunk.addSubChunk(CAMERA_INFO, keyFramerInfoChunk);
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//keyFramerChunk.addSubChunk(CAMERA_TARGET_INFO, keyFramerInfoChunk);
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//keyFramerChunk.addSubChunk(OMNI_LIGHT_INFO, keyFramerInfoChunk);
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//keyFramerChunk.addSubChunk(SPOT_LIGHT_TARGET_INFO, keyFramerInfoChunk);
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//keyFramerChunk.addSubChunk(SPOT_LIGHT_INFO, keyFramerInfoChunk);
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keyFramerInfoChunk.addSubChunk(NAME_AND_FLAGS, framesDescriptionChunk);
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keyFramerInfoChunk.addSubChunk(PIVOT, pivotChunk);
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keyFramerInfoChunk.addSubChunk(POSITION, positionChunk);
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keyFramerInfoChunk.addSubChunk(ROTATION, rotationChunk);
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keyFramerInfoChunk.addSubChunk(SCALE_TRACK, scaleChunk);
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keyFramerInfoChunk.addSubChunk(HIERARCHY_INFO, hierarchyInfoChunk);
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keyFramerInfoChunk.addSubChunk(BOUNDING_BOX, boundingBoxChunk);
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//spotLightChunk.addSubChunk(LIGHT_OFF, booleanChunk);
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//spotLightChunk.addSubChunk(RAYTRACE, booleanChunk);
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//spotLightChunk.addSubChunk(SHADOWED, booleanChunk);
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//spotLightChunk.addSubChunk(SHOW_CONE, booleanChunk);
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//spotLightChunk.addSubChunk(RECTANGULAR, booleanChunk);
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//spotLightChunk.addSubChunk(SHADOW_MAP, booleanChunk);
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//spotLightChunk.addSubChunk(OVERSHOOT, booleanChunk);
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//spotLightChunk.addSubChunk(SPOT_MAP, booleanChunk);
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//spotLightChunk.addSubChunk(SPOT_ROLL, booleanChunk);
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//spotLightChunk.addSubChunk(RAY_TRACE_BIAS, booleanChunk);
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materialChunk.addSubChunk(MATERIAL_NAME, stringChunk);
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materialChunk.addSubChunk(AMBIENT_COLOR, globalColorChunk);
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materialChunk.addSubChunk(DIFFUSE_COLOR, globalColorChunk);
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materialChunk.addSubChunk(SPECULAR_COLOR, globalColorChunk);
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materialChunk.addSubChunk(TEXTURE, textureChunk);
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materialChunk.addSubChunk(TWO_SIDED, booleanChunk);
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materialChunk.addSubChunk(SHININESS, percentageChunk);
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materialChunk.addSubChunk(TRANSPARENCY, percentageChunk);
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namedObjectChunk.addSubChunk(MESH, triangularMeshChunk);
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namedObjectChunk.addSubChunk(CAMERA, cameraChunk);
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namedObjectChunk.addSubChunk(LIGHT, lightChunk);
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lightChunk.addSubChunk(RANGE_START, floatChunk);
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lightChunk.addSubChunk(COLOR, colorChunk);
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lightChunk.addSubChunk(RANGE_END, floatChunk);
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lightChunk.addSubChunk(MULTIPLIER, floatChunk);
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lightChunk.addSubChunk(SPOTLIGHT, spotLightChunk);
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textureChunk.addSubChunk(TEXTURE_NAME, stringChunk);
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triangularMeshChunk.addSubChunk(VERTEX_LIST, vertex3ListChunk);
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triangularMeshChunk.addSubChunk(TEXTURE_COORDINATES, vertex2ListChunk);
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triangularMeshChunk.addSubChunk(FACES_DESCRIPTION, facesDescriptionChunk);
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triangularMeshChunk.addSubChunk(COORDINATE_AXES, axisChunk);
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facesDescriptionChunk.addSubChunk(FACES_MATERIAL, facesMaterialChunk);
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facesDescriptionChunk.addSubChunk(SMOOTH, smoothingChunk);
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/*
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put(new Integer((short)0x0010), "Rgb (float)");
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put(new Integer((short)0x0011), "Rgb (byte)");
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put(new Integer((short)0x0012), "Rgb (byte) gamma corrected");
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put(new Integer((short)0x0013), "Rgb (float) gamma corrected");
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put(new Integer((short)0x0030), "percent (int)");
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put(new Integer((short)0x0031), "percent (float)");
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put(new Integer((short)0x0002), "3DS-Version");
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put(new Integer((short)0x3D3D), "3D editor chunk");
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put(new Integer((short)0x0100), "One unit");
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put(new Integer((short)0x1100), "Background bitmap");
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put(new Integer((short)0x1101), "Use background bitmap");
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put(new Integer((short)0x1200), "Background color");
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put(new Integer((short)0x1201), "Use background color");
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put(new Integer((short)0x1300), "Gradient colors");
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put(new Integer((short)0x1301), "Use gradient");
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put(new Integer((short)0x1400), "Shadow map bias");
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put(new Integer((short)0x1420), "Shadow map size");
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put(new Integer((short)0x1450), "Shadow map sample range");
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put(new Integer((short)0x1460), "Raytrace bias");
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put(new Integer((short)0x1470), "Raytrace on");
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put(new Integer((short)0x2100), "Ambient color");
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put(new Integer((short)0x2200), "Fog");
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put(new Integer((short)0x2210), "fog background");
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put(new Integer((short)0x2201), "Use fog");
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put(new Integer((short)0x2210), "Fog background");
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put(new Integer((short)0x2300), "Distance queue");
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put(new Integer((short)0x2310), "Dim background");
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put(new Integer((short)0x2301), "Use distance queue");
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put(new Integer((short)0x2302), "Layered fog options");
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put(new Integer((short)0x2303), "Use layered fog");
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put(new Integer((short)0x3D3E), "Mesh version");
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put(new Integer((short)0x4000), "Object block");
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put(new Integer((short)0x4010), "Object hidden");
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put(new Integer((short)0x4012), "Object doesn't cast");
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put(new Integer((short)0x4013), "Matte object");
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put(new Integer((short)0x4015), "External process on");
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put(new Integer((short)0x4017), "Object doesn't receive shadows");
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put(new Integer((short)0x4100), "Triangular mesh");
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put(new Integer((short)0x4110), "Vertices list");
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put(new Integer((short)0x4120), "Faces description");
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put(new Integer((short)0x4130), "Faces material list");
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put(new Integer((short)0x4140), "Mapping coordinates list");
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put(new Integer((short)0x4150), "Smoothing group list");
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put(new Integer((short)0x4160), "Local coordinate system");
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put(new Integer((short)0x4165), "Object color in editor");
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put(new Integer((short)0x4181), "External process name");
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put(new Integer((short)0x4182), "External process parameters");
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put(new Integer((short)0x4600), "Light");
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put(new Integer((short)0x4610), "Spotlight");
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put(new Integer((short)0x4627), "Spot raytrace");
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put(new Integer((short)0x4630), "Light shadowed");
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put(new Integer((short)0x4641), "Spot shadow map");
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put(new Integer((short)0x4650), "Spot show cone");
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put(new Integer((short)0x4651), "Spot is rectangular");
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put(new Integer((short)0x4652), "Spot overshoot");
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put(new Integer((short)0x4653), "Spot map");
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put(new Integer((short)0x4656), "Spot roll");
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put(new Integer((short)0x4658), "Spot ray trace bias");
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put(new Integer((short)0x4620), "Light off");
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put(new Integer((short)0x4625), "Attenuation on");
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put(new Integer((short)0x4659), "Range start");
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put(new Integer((short)0x465A), "Range end");
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put(new Integer((short)0x465B), "Multiplier");
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put(new Integer((short)0x4700), "Camera");
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put(new Integer((short)0x7001), "Window settings");
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put(new Integer((short)0x7011), "Window description #2 ...");
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put(new Integer((short)0x7012), "Window description #1 ...");
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put(new Integer((short)0x7020), "Mesh windows ...");
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put(new Integer((short)0xAFFF), "Material block");
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put(new Integer((short)0xA000), "Material name");
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put(new Integer((short)0xA010), "Ambient color");
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put(new Integer((short)0xA020), "Diffuse color");
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put(new Integer((short)0xA030), "Specular color");
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put(new Integer((short)0xA040), "Shininess percent");
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put(new Integer((short)0xA041), "Shininess strength percent");
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put(new Integer((short)0xA050), "Transparency percent");
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put(new Integer((short)0xA052), "Transparency falloff percent");
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put(new Integer((short)0xA053), "Reflection blur percent");
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put(new Integer((short)0xA081), "2 sided");
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put(new Integer((short)0xA083), "Add trans");
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put(new Integer((short)0xA084), "Self illum");
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put(new Integer((short)0xA085), "Wire frame on");
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put(new Integer((short)0xA087), "Wire thickness");
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put(new Integer((short)0xA088), "Face map");
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put(new Integer((short)0xA08A), "In tranc");
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put(new Integer((short)0xA08C), "Soften");
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put(new Integer((short)0xA08E), "Wire in units");
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put(new Integer((short)0xA100), "Render type");
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put(new Integer((short)0xA240), "Transparency falloff percent present");
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put(new Integer((short)0xA250), "Reflection blur percent present");
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put(new Integer((short)0xA252), "Bump map present (true percent)");
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put(new Integer((short)0xA200), "Texture map 1");
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put(new Integer((short)0xA33A), "Texture map 2");
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put(new Integer((short)0xA210), "Opacity map");
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put(new Integer((short)0xA230), "Bump map");
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put(new Integer((short)0xA33C), "Shininess map");
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put(new Integer((short)0xA204), "Specular map");
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put(new Integer((short)0xA33D), "Self illum. map");
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put(new Integer((short)0xA220), "Reflection map");
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put(new Integer((short)0xA33E), "Mask for texture map 1");
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put(new Integer((short)0xA340), "Mask for texture map 2");
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put(new Integer((short)0xA342), "Mask for opacity map");
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put(new Integer((short)0xA344), "Mask for bump map");
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put(new Integer((short)0xA346), "Mask for shininess map");
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put(new Integer((short)0xA348), "Mask for specular map");
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put(new Integer((short)0xA34A), "Mask for self illum. map");
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put(new Integer((short)0xA34C), "Mask for reflection map");
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put(new Integer((short)0xA300), "Mapping filename");
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put(new Integer((short)0xA351), "Mapping parameters");
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put(new Integer((short)0xA353), "Blur percent");
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put(new Integer((short)0xA354), "V scale");
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put(new Integer((short)0xA356), "U scale");
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put(new Integer((short)0xA358), "U offset");
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put(new Integer((short)0xA35A), "V offset");
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put(new Integer((short)0xA35C), "Rotation angle");
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put(new Integer((short)0xA360), "RGB Luma/Alpha tint 1");
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put(new Integer((short)0xA362), "RGB Luma/Alpha tint 2");
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put(new Integer((short)0xA364), "RGB tint R");
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put(new Integer((short)0xA366), "RGB tint G");
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put(new Integer((short)0xA368), "RGB tint B");
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put(new Integer((short)0xB000), "Key Framer");
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put(new Integer((short)0xB001), "Ambient light information block");
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put(new Integer((short)0xB002), "Mesh information block");
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put(new Integer((short)0xB003), "Camera information block");
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put(new Integer((short)0xB004), "Camera target information block");
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put(new Integer((short)0xB005), "Omni light information block");
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put(new Integer((short)0xB006), "Spot light target information block");
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put(new Integer((short)0xB007), "Spot light information block");
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put(new Integer((short)0xB008), "Frames (Start and End)");
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put(new Integer((short)0xB009), "Current Frame");
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put(new Integer((short)0xB00A), "Animation revision, filename and length");
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put(new Integer((short)0xB010), "Object name, parameters and hierarchy father");
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put(new Integer((short)0xB013), "Object pivot point");
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put(new Integer((short)0xB014), "Bounding Box");
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put(new Integer((short)0xB015), "Object morph angle");
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put(new Integer((short)0xB020), "Position track");
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put(new Integer((short)0xB021), "Rotation track");
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put(new Integer((short)0xB022), "Scale track");
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put(new Integer((short)0xB023), "FOV track");
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put(new Integer((short)0xB024), "Roll track");
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put(new Integer((short)0xB025), "Color track");
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put(new Integer((short)0xB026), "Morph track");
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put(new Integer((short)0xB027), "Hotspot track");
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put(new Integer((short)0xB028), "Falloff track");
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put(new Integer((short)0xB029), "Hide track");
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put(new Integer((short)0xB030), "Hierarchy position");
|
*/
|
}
|
|
}
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