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+//
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+// panda.prc.in
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+//
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+// This file defines the script to auto-generate panda.prc at
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+// CMake time. This is intended to fill in some of the default
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+// parameters, in particular the default display types.
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+//
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+
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+#output 20_panda.prc notouch
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+#### Generated automatically by CMake ${CMAKE_VERSION} from panda.prc.in.
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+################################# DO NOT EDIT ###########################
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+
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+plugin-path $THIS_PRC_DIR/../lib
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+
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+# Let's set up a default window size of 800x600. The user can
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+# override this in his or her personal prc file.
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+win-size 800 600
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+
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+# Define the display types that have been compiled in. Panda will
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+# pick one of these by going through the list in this order until one
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+# is found that works, unless the user specifically requests a
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+# particular display type with the load-display directive.
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+${AUX_DISPLAYS}
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+
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+# Define an appropriate default audio library.
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+audio-library-name ${AUDIO_LIBRARY_NAME}
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+
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+# The egg loader is handy to have available by default. This allows
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+# clients to load egg files. (The bam loader is built-in so bam files
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+# are always loadable).
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+
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+# By qualifying with the extension "egg", we indicate the egg loader
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+# should be made available only if you explicitly name a file with an
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+# .egg extension.
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+
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+# Also see ptloader, which is built as part of pandatool; it allows
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+# files of more exotic types (like .flt, .mb, .lwo, and .dxf) to be
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+# loaded directly into Panda.
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+
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+load-file-type egg pandaegg
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+
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+
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+# These entries work very similar to load-file-type, except they are
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+# used by the MovieVideo and MovieAudio code to determine which module
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+# should be loaded in order to decode files of the given extension.
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+
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+# ffmpeg is added by default because it used to be compiled in.
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+# The * is a special catch-all extension that is consulted unless a
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+# loader has been defined with an explicit extension.
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+
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+load-audio-type * p3ffmpeg
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+load-video-type * p3ffmpeg
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+
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+
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+# The following lines define some handy object types to use within the
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+# egg syntax. This remaps <ObjectType> { name } into whatever egg
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+# syntax is given by egg-object-type-name, which makes a handy
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+# abbreviation for modeling packages (like Maya) to insert
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+# sophisticated egg syntax into the generated egg file, using a single
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+# object type string.
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+
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+egg-object-type-portal <Scalar> portal { 1 }
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+egg-object-type-polylight <Scalar> polylight { 1 }
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+egg-object-type-seq24 <Switch> { 1 } <Scalar> fps { 24 }
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+egg-object-type-seq12 <Switch> { 1 } <Scalar> fps { 12 }
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+egg-object-type-seq10 <Switch> { 1 } <Scalar> fps { 10 }
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+egg-object-type-seq8 <Switch> { 1 } <Scalar> fps { 8 }
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+egg-object-type-seq6 <Switch> { 1} <Scalar> fps { 6 }
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+egg-object-type-seq4 <Switch> { 1} <Scalar> fps { 4 }
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+egg-object-type-seq2 <Switch> { 1} <Scalar> fps { 2 }
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+egg-object-type-indexed <Scalar> indexed { 1 }
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+
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+egg-object-type-binary <Scalar> alpha { binary }
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+egg-object-type-dual <Scalar> alpha { dual }
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+egg-object-type-glass <Scalar> alpha { blend_no_occlude }
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+
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+# These are just shortcuts to define the Model and DCS flags, which
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+# indicate nodes that should not be flattened out of the hierarchy
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+# during the conversion process. DCS goes one step further and
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+# indicates that the node's transform is important and should be
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+# preserved (DCS stands for Dynamic Coordinate System). Notouch is
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+# even stronger, and means not to do any flattening below the node at
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+# all.
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+egg-object-type-model <Model> { 1 }
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+egg-object-type-dcs <DCS> { 1 }
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+egg-object-type-notouch <DCS> { no_touch }
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+
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+# The following define various kinds of collision geometry. These
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+# mark the geometry at this level and below as invisible collision
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+# polygons, which can be used by Panda's collision system to detect
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+# collisions more optimally than regular visible polygons.
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+egg-object-type-barrier <Collide> { Polyset descend }
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+egg-object-type-sphere <Collide> { Sphere descend }
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+egg-object-type-invsphere <Collide> { InvSphere descend }
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+egg-object-type-tube <Collide> { Tube descend }
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+
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+# As above, but these are flagged to be "intangible", so that they
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+# will trigger an event but not stop an object from passing through.
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+egg-object-type-trigger <Collide> { Polyset descend intangible }
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+egg-object-type-trigger-sphere <Collide> { Sphere descend intangible }
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+
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+# "floor" and "dupefloor" define the nodes in question as floor
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+# polygons. dupefloor means to duplicate the geometry first so that
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+# the same polygons serve both as visible geometry and as collision
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+# polygons.
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+egg-object-type-floor <Collide> { Polyset descend level }
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+egg-object-type-dupefloor <Collide> { Polyset keep descend level }
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+
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+# "bubble" puts an invisible bubble around an object, but does not
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+# otherwise remove the geometry.
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+egg-object-type-bubble <Collide> { Sphere keep descend }
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+
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+# "ghost" turns off the normal collide bit that is set on visible
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+# geometry by default, so that if you are using visible geometry for
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+# collisions, this particular geometry will not be part of those
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+# collisions--it is ghostlike.
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+egg-object-type-ghost <Scalar> collide-mask { 0 }
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+
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+# "glow" is useful for halo effects and things of that ilk. It
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+# renders the object in add mode instead of the normal opaque mode.
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+egg-object-type-glow <Scalar> blend { add }
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+
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+# This isn't used in the egg loader, it controls a setting only within
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+# maya2egg itself. So if it appears in an egg file, it means nothing.
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+egg-object-type-keep-all-uvsets
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