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Adjust confauto.in based on panda.prc.pp

rdb 17 年 前
コミット
d8ec649ab1
1 ファイル変更23 行追加6 行削除
  1. 23 6
      doc/makepanda/confauto.in

+ 23 - 6
doc/makepanda/confauto.in

@@ -15,6 +15,10 @@
 # should be made available only if you explicitly name a file with an
 # .egg extension.
 
+# Also see ptloader, which is built as part of pandatool; it allows
+# files of more exotic types (like .flt, .mb, .lwo, and .dxf) to be
+# loaded directly into Panda.
+
 load-file-type egg pandaegg
 
 # The following lines define some handy object types to use within the
@@ -30,20 +34,25 @@ egg-object-type-seq24           <Switch> { 1 } <Scalar> fps { 24 }
 egg-object-type-seq12           <Switch> { 1 } <Scalar> fps { 12 }
 egg-object-type-indexed         <Scalar> indexed { 1 }
 
+egg-object-type-binary          <Scalar> alpha { binary }
+egg-object-type-dual            <Scalar> alpha { dual }
+egg-object-type-glass           <Scalar> alpha { blend_no_occlude }
+
 # These are just shortcuts to define the Model and DCS flags, which
 # indicate nodes that should not be flattened out of the hierarchy
 # during the conversion process.  DCS goes one step further and
 # indicates that the node's transform is important and should be
-# preserved (DCS stands for Dynamic Coordinate System).
-
+# preserved (DCS stands for Dynamic Coordinate System).  Notouch is
+# even stronger, and means not to do any flattening below the node at
+# all.
 egg-object-type-model           <Model> { 1 }
 egg-object-type-dcs             <DCS> { 1 }
+egg-object-type-notouch         <DCS> { no_touch }
 
 # The following define various kinds of collision geometry.  These
 # mark the geometry at this level and below as invisible collision
 # polygons, which can be used by Panda's collision system to detect
 # collisions more optimally than regular visible polygons.
-
 egg-object-type-barrier         <Collide> { Polyset descend }
 egg-object-type-sphere          <Collide> { Sphere descend }
 egg-object-type-invsphere       <Collide> { InvSphere descend }
@@ -51,22 +60,30 @@ egg-object-type-tube            <Collide> { Tube descend }
 
 # As above, but these are flagged to be "intangible", so that they
 # will trigger an event but not stop an object from passing through.
-
 egg-object-type-trigger         <Collide> { Polyset descend intangible }
 egg-object-type-trigger-sphere  <Collide> { Sphere descend intangible }
 
+# "floor" and "dupefloor" define the nodes in question as floor
+# polygons.  dupefloor means to duplicate the geometry first so that
+# the same polygons serve both as visible geometry and as collision
+# polygons.
+egg-object-type-floor           <Collide> { Polyset descend level }
+egg-object-type-dupefloor       <Collide> { Polyset keep descend level }
+
 # "bubble" puts an invisible bubble around an object, but does not
 # otherwise remove the geometry.
-
 egg-object-type-bubble          <Collide> { Sphere keep descend }
 
 # "ghost" turns off the normal collide bit that is set on visible
 # geometry by default, so that if you are using visible geometry for
 # collisions, this particular geometry will not be part of those
 # collisions--it is ghostlike.
-
 egg-object-type-ghost           <Scalar> collide-mask { 0 }
 
+# "glow" is useful for halo effects and things of that ilk.  It
+# renders the object in add mode instead of the normal opaque mode.
+egg-object-type-glow            <Scalar> blend { add }
+
 # This module allows direct loading of formats like .flt, .mb, or .dxf
 
 load-file-type p3ptloader