text: /**
   * Generated from 'examples/jsm/loaders/TDSLoader.js'
   */
  
  (function (global, factory) {
  	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('three')) :
  	typeof define === 'function' && define.amd ? define(['exports', 'three'], factory) :
  	(global = global || self, factory(global.THREE = global.THREE || {}, global.THREE));
  }(this, (function (exports, THREE) { 'use strict';
  
  	/**
  	 * Autodesk 3DS three.js file loader, based on lib3ds.
  	 *
  	 * Loads geometry with uv and materials basic properties with texture support.
  	 *
  	 * @author @tentone
  	 * @author @timknip
  	 * @class TDSLoader
  	 * @constructor
  	 */
  
  	var TDSLoader = function ( manager ) {
  
  		THREE.Loader.call( this, manager );
  
  		this.debug = false;
  
  		this.group = null;
  		this.position = 0;
  
  		this.materials = [];
  		this.meshes = [];
  
  	};
  
  	TDSLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  
  		constructor: TDSLoader,
  
  		/**
  		 * Load 3ds file from url.
  		 *
  		 * @method load
  		 * @param {[type]} url URL for the file.
  		 * @param {Function} onLoad onLoad callback, receives group Object3D as argument.
  		 * @param {Function} onProgress onProgress callback.
  		 * @param {Function} onError onError callback.
  		 */
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			var scope = this;
  
  			var path = ( scope.path === '' ) ? THREE.LoaderUtils.extractUrlBase( url ) : scope.path;
  
  			var loader = new THREE.FileLoader( this.manager );
  			loader.setPath( this.path );
  			loader.setResponseType( 'arraybuffer' );
  
  			loader.load( url, function ( data ) {
  
  				onLoad( scope.parse( data, path ) );
  
  			}, onProgress, onError );
  
  		},
  
  		/**
  		 * Parse arraybuffer data and load 3ds file.
  		 *
  		 * @method parse
  		 * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  		 * @param {String} path Path for external resources.
  		 * @return {Group} Group loaded from 3ds file.
  		 */
  		parse: function ( arraybuffer, path ) {
  
  			this.group = new 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.
  		 * @param {String} path Path for external resources.
  		 */
  		readFile: function ( arraybuffer, path ) {
  
  			var data = new DataView( arraybuffer );
  			var chunk = this.readChunk( data );
  
  			if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  
  				var next = this.nextChunk( data, chunk );
  
  				while ( next !== 0 ) {
  
  					if ( next === M3D_VERSION ) {
  
  						var version = this.readDWord( data );
  						this.debugMessage( '3DS file version: ' + version );
  
  					} else if ( next === MDATA ) {
  
  						this.resetPosition( data );
  						this.readMeshData( data, path );
  
  					} else {
  
  						this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  
  					}
  
  					next = this.nextChunk( data, chunk );
  
  				}
  
  			}
  
  			this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  
  		},
  
  		/**
  		 * Read mesh data chunk.
  		 *
  		 * @method readMeshData
  		 * @param {Dataview} data Dataview in use.
  		 * @param {String} path Path for external resources.
  		 */
  		readMeshData: function ( data, path ) {
  
  			var chunk = this.readChunk( data );
  			var next = this.nextChunk( data, chunk );
  
  			while ( next !== 0 ) {
  
  				if ( next === MESH_VERSION ) {
  
  					var version = + this.readDWord( data );
  					this.debugMessage( 'Mesh Version: ' + version );
  
  				} else if ( next === MASTER_SCALE ) {
  
  					var scale = this.readFloat( data );
  					this.debugMessage( 'Master scale: ' + scale );
  					this.group.scale.set( scale, scale, scale );
  
  				} else if ( next === NAMED_OBJECT ) {
  
  					this.debugMessage( 'Named Object' );
  					this.resetPosition( data );
  					this.readNamedObject( data );
  
  				} else if ( next === MAT_ENTRY ) {
  
  					this.debugMessage( 'Material' );
  					this.resetPosition( data );
  					this.readMaterialEntry( data, path );
  
  				} else {
  
  					this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  
  				}
  
  				next = this.nextChunk( data, chunk );
  
  			}
  
  		},
  
  		/**
  		 * Read named object chunk.
  		 *
  		 * @method readNamedObject
  		 * @param {Dataview} data Dataview in use.
  		 */
  		readNamedObject: function ( data ) {
  
  			var chunk = this.readChunk( data );
  			var name = this.readString( data, 64 );
  			chunk.cur = this.position;
  
  			var next = this.nextChunk( data, chunk );
  			while ( next !== 0 ) {
  
  				if ( next === N_TRI_OBJECT ) {
  
  					this.resetPosition( data );
  					var mesh = this.readMesh( data );
  					mesh.name = name;
  					this.meshes.push( mesh );
  
  				} else {
  
  					this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  
  				}
  
  				next = this.nextChunk( data, chunk );
  
  			}
  
  			this.endChunk( chunk );
  
  		},
  
  		/**
  		 * Read material data chunk and add it to the material list.
  		 *
  		 * @method readMaterialEntry
  		 * @param {Dataview} data Dataview in use.
  		 * @param {String} path Path for external resources.
  		 */
  		readMaterialEntry: function ( data, path ) {
  
  			var chunk = this.readChunk( data );
  			var next = this.nextChunk( data, chunk );
  			var material = new 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_TRANSPARENCY ) {
  
  					var opacity = this.readWord( data );
  					material.opacity = opacity * 0.01;
  					this.debugMessage( '  Opacity : ' + opacity );
  					material.transparent = opacity < 100 ? true : false;
  
  				} else if ( next === MAT_TEXMAP ) {
  
  					this.debugMessage( '   ColorMap' );
  					this.resetPosition( data );
  					material.map = this.readMap( data, path );
  
  				} else if ( next === MAT_BUMPMAP ) {
  
  					this.debugMessage( '   BumpMap' );
  					this.resetPosition( data );
  					material.bumpMap = this.readMap( data, path );
  
  				} else if ( next === MAT_OPACMAP ) {
  
  					this.debugMessage( '   OpacityMap' );
  					this.resetPosition( data );
  					material.alphaMap = this.readMap( data, path );
  
  				} else if ( next === MAT_SPECMAP ) {
  
  					this.debugMessage( '   SpecularMap' );
  					this.resetPosition( data );
  					material.specularMap = this.readMap( data, path );
  
  				} else {
  
  					this.debugMessage( '   Unknown material chunk: ' + next.toString( 16 ) );
  
  				}
  
  				next = this.nextChunk( data, chunk );
  
  			}
  
  			this.endChunk( chunk );
  
  			this.materials[ material.name ] = material;
  
  		},
  
  		/**
  		 * Read mesh data chunk.
  		 *
  		 * @method readMesh
  		 * @param {Dataview} data Dataview in use.
  		 * @return {Mesh} The parsed mesh.
  		 */
  		readMesh: function ( data ) {
  
  			var chunk = this.readChunk( data );
  			var next = this.nextChunk( data, chunk );
  
  			var geometry = new THREE.BufferGeometry();
  			var uvs = [];
  
  			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
  
  					var vertices = [];
  
  					for ( var i = 0; i < points; i ++ )		{
  
  						vertices.push( this.readFloat( data ) );
  						vertices.push( this.readFloat( data ) );
  						vertices.push( this.readFloat( data ) );
  
  					}
  
  					geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  
  				} else if ( next === FACE_ARRAY ) {
  
  					this.resetPosition( data );
  					this.readFaceArray( data, mesh );
  
  				} else if ( next === TEX_VERTS ) {
  
  					var texels = this.readWord( data );
  
  					this.debugMessage( '   UV: ' + texels );
  
  					//BufferGeometry
  
  					var uvs = [];
  
  					for ( var i = 0; i < texels; i ++ )		{
  
  						uvs.push( this.readFloat( data ) );
  						uvs.push( this.readFloat( data ) );
  
  					}
  
  					geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  
  
  				} else if ( next === MESH_MATRIX ) {
  
  					this.debugMessage( '   Tranformation Matrix (TODO)' );
  
  					var values = [];
  					for ( var i = 0; i < 12; i ++ ) {
  
  						values[ i ] = this.readFloat( data );
  
  					}
  
  					var matrix = new 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 );
  					geometry.applyMatrix4( inverse );
  
  					matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  
  				} else {
  
  					this.debugMessage( '   Unknown mesh chunk: ' + next.toString( 16 ) );
  
  				}
  
  				next = this.nextChunk( data, chunk );
  
  			}
  
  			this.endChunk( chunk );
  
  			geometry.computeVertexNormals();
  
  			return mesh;
  
  		},
  
  		/**
  		 * Read face array data chunk.
  		 *
  		 * @method readFaceArray
  		 * @param {Dataview} data Dataview in use.
  		 * @param {Mesh} mesh Mesh to be filled with the data read.
  		 */
  		readFaceArray: function ( data, mesh ) {
  
  			var chunk = this.readChunk( data );
  			var faces = this.readWord( data );
  
  			this.debugMessage( '   Faces: ' + faces );
  
  			var index = [];
  
  			for ( var i = 0; i < faces; ++ i ) {
  
  				index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) );
  
  				this.readWord( data ); // visibility
  
  			}
  
  			mesh.geometry.setIndex( index );
  
  			//The rest of the FACE_ARRAY chunk is subchunks
  
  			while ( this.position < chunk.end ) {
  
  				var chunk = this.readChunk( data );
  
  				if ( chunk.id === MSH_MAT_GROUP ) {
  
  					this.debugMessage( '      Material Group' );
  
  					this.resetPosition( data );
  
  					var group = this.readMaterialGroup( data );
  
  					var material = this.materials[ group.name ];
  
  					if ( material !== undefined )	{
  
  						mesh.material = material;
  
  						if ( material.name === '' )		{
  
  							material.name = mesh.name;
  
  						}
  
  					}
  
  				} else {
  
  					this.debugMessage( '      Unknown face array chunk: ' + chunk.toString( 16 ) );
  
  				}
  
  				this.endChunk( chunk );
  
  			}
  
  			this.endChunk( chunk );
  
  		},
  
  		/**
  		 * Read texture map data chunk.
  		 *
  		 * @method readMap
  		 * @param {Dataview} data Dataview in use.
  		 * @param {String} path Path for external resources.
  		 * @return {Texture} Texture read from this data chunk.
  		 */
  		readMap: function ( data, path ) {
  
  			var chunk = this.readChunk( data );
  			var next = this.nextChunk( data, chunk );
  			var texture = {};
  
  			var loader = new THREE.TextureLoader( this.manager );
  			loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  
  			while ( next !== 0 ) {
  
  				if ( next === MAT_MAPNAME ) {
  
  					var name = this.readString( data, 128 );
  					texture = loader.load( name );
  
  					this.debugMessage( '      File: ' + path + name );
  
  				} else if ( next === MAT_MAP_UOFFSET ) {
  
  					texture.offset.x = this.readFloat( data );
  					this.debugMessage( '      OffsetX: ' + texture.offset.x );
  
  				} else if ( next === MAT_MAP_VOFFSET ) {
  
  					texture.offset.y = this.readFloat( data );
  					this.debugMessage( '      OffsetY: ' + texture.offset.y );
  
  				} else if ( next === MAT_MAP_USCALE ) {
  
  					texture.repeat.x = this.readFloat( data );
  					this.debugMessage( '      RepeatX: ' + texture.repeat.x );
  
  				} else if ( next === MAT_MAP_VSCALE ) {
  
  					texture.repeat.y = this.readFloat( data );
  					this.debugMessage( '      RepeatY: ' + texture.repeat.y );
  
  				} else {
  
  					this.debugMessage( '      Unknown map chunk: ' + next.toString( 16 ) );
  
  				}
  
  				next = this.nextChunk( data, chunk );
  
  			}
  
  			this.endChunk( chunk );
  
  			return texture;
  
  		},
  
  		/**
  		 * Read material group data chunk.
  		 *
  		 * @method readMaterialGroup
  		 * @param {Dataview} data Dataview in use.
  		 * @return {Object} Object with name and index of the object.
  		 */
  		readMaterialGroup: function ( data ) {
  
  			this.readChunk( data );
  			var name = this.readString( data, 64 );
  			var numFaces = this.readWord( data );
  
  			this.debugMessage( '         Name: ' + name );
  			this.debugMessage( '         Faces: ' + numFaces );
  
  			var index = [];
  			for ( var i = 0; i < numFaces; ++ i ) {
  
  				index.push( this.readWord( data ) );
  
  			}
  
  			return { name: name, index: index };
  
  		},
  
  		/**
  		 * Read a color value.
  		 *
  		 * @method readColor
  		 * @param {DataView} data Dataview.
  		 * @return {Color} Color value read..
  		 */
  		readColor: function ( data ) {
  
  			var chunk = this.readChunk( data );
  			var color = new 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
  		 */
  		resetPosition: function () {
  
  			this.position -= 6;
  
  		},
  
  		/**
  		 * Read byte value.
  		 *
  		 * @method readByte
  		 * @param {DataView} data Dataview to read data from.
  		 * @return {Number} Data read from the dataview.
  		 */
  		readByte: function ( data ) {
  
  			var v = data.getUint8( this.position, true );
  			this.position += 1;
  			return v;
  
  		},
  
  		/**
  		 * Read 32 bit float value.
  		 *
  		 * @method readFloat
  		 * @param {DataView} data Dataview to read data from.
  		 * @return {Number} Data read from the dataview.
  		 */
  		readFloat: function ( data ) {
  
  			try {
  
  				var v = data.getFloat32( this.position, true );
  				this.position += 4;
  				return v;
  
  			}	catch ( e ) {
  
  				this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  
  			}
  
  		},
  
  		/**
  		 * Read 32 bit signed integer value.
  		 *
  		 * @method readInt
  		 * @param {DataView} data Dataview to read data from.
  		 * @return {Number} Data read from the dataview.
  		 */
  		readInt: function ( data ) {
  
  			var v = data.getInt32( this.position, true );
  			this.position += 4;
  			return v;
  
  		},
  
  		/**
  		 * Read 16 bit signed integer value.
  		 *
  		 * @method readShort
  		 * @param {DataView} data Dataview to read data from.
  		 * @return {Number} Data read from the dataview.
  		 */
  		readShort: function ( data ) {
  
  			var v = data.getInt16( this.position, true );
  			this.position += 2;
  			return v;
  
  		},
  
  		/**
  		 * Read 64 bit unsigned integer value.
  		 *
  		 * @method readDWord
  		 * @param {DataView} data Dataview to read data from.
  		 * @return {Number} Data read from the dataview.
  		 */
  		readDWord: function ( data ) {
  
  			var v = data.getUint32( this.position, true );
  			this.position += 4;
  			return v;
  
  		},
  
  		/**
  		 * Read 32 bit unsigned integer value.
  		 *
  		 * @method readWord
  		 * @param {DataView} data Dataview to read data from.
  		 * @return {Number} Data read from the dataview.
  		 */
  		readWord: function ( data ) {
  
  			var v = data.getUint16( this.position, true );
  			this.position += 2;
  			return v;
  
  		},
  
  		/**
  		 * Read string value.
  		 *
  		 * @method readString
  		 * @param {DataView} data Dataview to read data from.
  		 * @param {Number} maxLength Max size of the string to be read.
  		 * @return {String} Data read from the dataview.
  		 */
  		readString: function ( data, maxLength ) {
  
  			var s = '';
  
  			for ( var i = 0; i < maxLength; i ++ ) {
  
  				var c = this.readByte( data );
  				if ( ! c ) {
  
  					break;
  
  				}
  
  				s += String.fromCharCode( c );
  
  			}
  
  			return s;
  
  		},
  
  		/**
  		 * Print debug message to the console.
  		 *
  		 * Is controlled by a flag to show or hide debug messages.
  		 *
  		 * @method debugMessage
  		 * @param {Object} message Debug message to print to the console.
  		 */
  		debugMessage: function ( message ) {
  
  			if ( this.debug ) {
  
  				console.log( message );
  
  			}
  
  		}
  
  	} );
  
  	// var NULL_CHUNK = 0x0000;
  	var M3DMAGIC = 0x4D4D;
  	// var SMAGIC = 0x2D2D;
  	// var LMAGIC = 0x2D3D;
  	var MLIBMAGIC = 0x3DAA;
  	// var MATMAGIC = 0x3DFF;
  	var CMAGIC = 0xC23D;
  	var M3D_VERSION = 0x0002;
  	// var M3D_KFVERSION = 0x0005;
  	var COLOR_F = 0x0010;
  	var COLOR_24 = 0x0011;
  	var LIN_COLOR_24 = 0x0012;
  	var LIN_COLOR_F = 0x0013;
  	// var INT_PERCENTAGE = 0x0030;
  	// var FLOAT_PERCENTAGE = 0x0031;
  	var MDATA = 0x3D3D;
  	var MESH_VERSION = 0x3D3E;
  	var MASTER_SCALE = 0x0100;
  	// var LO_SHADOW_BIAS = 0x1400;
  	// var HI_SHADOW_BIAS = 0x1410;
  	// var SHADOW_MAP_SIZE = 0x1420;
  	// var SHADOW_SAMPLES = 0x1430;
  	// var SHADOW_RANGE = 0x1440;
  	// var SHADOW_FILTER = 0x1450;
  	// var RAY_BIAS = 0x1460;
  	// var O_CONSTS = 0x1500;
  	// var AMBIENT_LIGHT = 0x2100;
  	// var BIT_MAP = 0x1100;
  	// var SOLID_BGND = 0x1200;
  	// var V_GRADIENT = 0x1300;
  	// var USE_BIT_MAP = 0x1101;
  	// var USE_SOLID_BGND = 0x1201;
  	// var USE_V_GRADIENT = 0x1301;
  	// var FOG = 0x2200;
  	// var FOG_BGND = 0x2210;
  	// var LAYER_FOG = 0x2302;
  	// var DISTANCE_CUE = 0x2300;
  	// var DCUE_BGND = 0x2310;
  	// var USE_FOG = 0x2201;
  	// var USE_LAYER_FOG = 0x2303;
  	// var USE_DISTANCE_CUE = 0x2301;
  	var MAT_ENTRY = 0xAFFF;
  	var MAT_NAME = 0xA000;
  	var MAT_AMBIENT = 0xA010;
  	var MAT_DIFFUSE = 0xA020;
  	var MAT_SPECULAR = 0xA030;
  	var MAT_SHININESS = 0xA040;
  	// var MAT_SHIN2PCT = 0xA041;
  	var MAT_TRANSPARENCY = 0xA050;
  	// var MAT_XPFALL = 0xA052;
  	// var MAT_USE_XPFALL = 0xA240;
  	// var MAT_REFBLUR = 0xA053;
  	// var MAT_SHADING = 0xA100;
  	// var MAT_USE_REFBLUR = 0xA250;
  	// var MAT_SELF_ILLUM = 0xA084;
  	var MAT_TWO_SIDE = 0xA081;
  	// var MAT_DECAL = 0xA082;
  	var MAT_ADDITIVE = 0xA083;
  	var MAT_WIRE = 0xA085;
  	// var MAT_FACEMAP = 0xA088;
  	// var MAT_TRANSFALLOFF_IN = 0xA08A;
  	// var MAT_PHONGSOFT = 0xA08C;
  	// var MAT_WIREABS = 0xA08E;
  	var MAT_WIRE_SIZE = 0xA087;
  	var MAT_TEXMAP = 0xA200;
  	// var MAT_SXP_TEXT_DATA = 0xA320;
  	// var MAT_TEXMASK = 0xA33E;
  	// var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  	// var MAT_TEX2MAP = 0xA33A;
  	// var MAT_SXP_TEXT2_DATA = 0xA321;
  	// var MAT_TEX2MASK = 0xA340;
  	// var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  	var MAT_OPACMAP = 0xA210;
  	// var MAT_SXP_OPAC_DATA = 0xA322;
  	// var MAT_OPACMASK = 0xA342;
  	// var MAT_SXP_OPACMASK_DATA = 0xA32E;
  	var MAT_BUMPMAP = 0xA230;
  	// var MAT_SXP_BUMP_DATA = 0xA324;
  	// var MAT_BUMPMASK = 0xA344;
  	// var MAT_SXP_BUMPMASK_DATA = 0xA330;
  	var MAT_SPECMAP = 0xA204;
  	// var MAT_SXP_SPEC_DATA = 0xA325;
  	// var MAT_SPECMASK = 0xA348;
  	// var MAT_SXP_SPECMASK_DATA = 0xA332;
  	// var MAT_SHINMAP = 0xA33C;
  	// var MAT_SXP_SHIN_DATA = 0xA326;
  	// var MAT_SHINMASK = 0xA346;
  	// var MAT_SXP_SHINMASK_DATA = 0xA334;
  	// var MAT_SELFIMAP = 0xA33D;
  	// var MAT_SXP_SELFI_DATA = 0xA328;
  	// var MAT_SELFIMASK = 0xA34A;
  	// var MAT_SXP_SELFIMASK_DATA = 0xA336;
  	// var MAT_REFLMAP = 0xA220;
  	// var MAT_REFLMASK = 0xA34C;
  	// var MAT_SXP_REFLMASK_DATA = 0xA338;
  	// var MAT_ACUBIC = 0xA310;
  	var MAT_MAPNAME = 0xA300;
  	// var MAT_MAP_TILING = 0xA351;
  	// var MAT_MAP_TEXBLUR = 0xA353;
  	var MAT_MAP_USCALE = 0xA354;
  	var MAT_MAP_VSCALE = 0xA356;
  	var MAT_MAP_UOFFSET = 0xA358;
  	var MAT_MAP_VOFFSET = 0xA35A;
  	// var MAT_MAP_ANG = 0xA35C;
  	// var MAT_MAP_COL1 = 0xA360;
  	// var MAT_MAP_COL2 = 0xA362;
  	// var MAT_MAP_RCOL = 0xA364;
  	// var MAT_MAP_GCOL = 0xA366;
  	// var MAT_MAP_BCOL = 0xA368;
  	var NAMED_OBJECT = 0x4000;
  	// var N_DIRECT_LIGHT = 0x4600;
  	// var DL_OFF = 0x4620;
  	// var DL_OUTER_RANGE = 0x465A;
  	// var DL_INNER_RANGE = 0x4659;
  	// var DL_MULTIPLIER = 0x465B;
  	// var DL_EXCLUDE = 0x4654;
  	// var DL_ATTENUATE = 0x4625;
  	// var DL_SPOTLIGHT = 0x4610;
  	// var DL_SPOT_ROLL = 0x4656;
  	// var DL_SHADOWED = 0x4630;
  	// var DL_LOCAL_SHADOW2 = 0x4641;
  	// var DL_SEE_CONE = 0x4650;
  	// var DL_SPOT_RECTANGULAR = 0x4651;
  	// var DL_SPOT_ASPECT = 0x4657;
  	// var DL_SPOT_PROJECTOR = 0x4653;
  	// var DL_SPOT_OVERSHOOT = 0x4652;
  	// var DL_RAY_BIAS = 0x4658;
  	// var DL_RAYSHAD = 0x4627;
  	// var N_CAMERA = 0x4700;
  	// var CAM_SEE_CONE = 0x4710;
  	// var CAM_RANGES = 0x4720;
  	// var OBJ_HIDDEN = 0x4010;
  	// var OBJ_VIS_LOFTER = 0x4011;
  	// var OBJ_DOESNT_CAST = 0x4012;
  	// var OBJ_DONT_RECVSHADOW = 0x4017;
  	// var OBJ_MATTE = 0x4013;
  	// var OBJ_FAST = 0x4014;
  	// var OBJ_PROCEDURAL = 0x4015;
  	// var OBJ_FROZEN = 0x4016;
  	var N_TRI_OBJECT = 0x4100;
  	var POINT_ARRAY = 0x4110;
  	// var POINT_FLAG_ARRAY = 0x4111;
  	var FACE_ARRAY = 0x4120;
  	var MSH_MAT_GROUP = 0x4130;
  	// var SMOOTH_GROUP = 0x4150;
  	// var MSH_BOXMAP = 0x4190;
  	var TEX_VERTS = 0x4140;
  	var MESH_MATRIX = 0x4160;
  
  	exports.TDSLoader = TDSLoader;
  
  })));
  