confauto.in 5.9 KB

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  1. ###########################################################
  2. ### ###
  3. ### Panda3D Configuration File - Auto-Generated Portion ###
  4. ### ###
  5. ### Editing this file is not recommended. Most of these ###
  6. ### directives can be overriden in Config.prc ###
  7. ### ###
  8. ###########################################################
  9. # The egg loader is handy to have available by default. This allows
  10. # clients to load egg files. (The bam loader is built-in so bam files
  11. # are always loadable).
  12. # By qualifying with the extension "egg", we indicate the egg loader
  13. # should be made available only if you explicitly name a file with an
  14. # .egg extension.
  15. # Also see ptloader, which is built as part of pandatool; it allows
  16. # files of more exotic types (like .flt, .mb, .lwo, and .dxf) to be
  17. # loaded directly into Panda.
  18. load-file-type egg pandaegg
  19. # If we built with Assimp support, we can enable the Assimp loader,
  20. # which allows us to load many model formats natively.
  21. load-file-type p3assimp
  22. # These entries work very similar to load-file-type, except they are
  23. # used by the MovieVideo and MovieAudio code to determine which module
  24. # should be loaded in order to decode files of the given extension.
  25. # ffmpeg is added by default because it used to be compiled in.
  26. # The * is a special catch-all extension that is consulted unless a
  27. # loader has been defined with an explicit extension.
  28. load-audio-type * p3ffmpeg
  29. load-video-type * p3ffmpeg
  30. # The following lines define some handy object types to use within the
  31. # egg syntax. This remaps <ObjectType> { name } into whatever egg
  32. # syntax is given by egg-object-type-name, which makes a handy
  33. # abbreviation for modeling packages (like Maya) to insert
  34. # sophisticated egg syntax into the generated egg file, using a single
  35. # object type string.
  36. egg-object-type-portal <Scalar> portal { 1 }
  37. egg-object-type-polylight <Scalar> polylight { 1 }
  38. egg-object-type-seq24 <Switch> { 1 } <Scalar> fps { 24 }
  39. egg-object-type-seq12 <Switch> { 1 } <Scalar> fps { 12 }
  40. egg-object-type-indexed <Scalar> indexed { 1 }
  41. egg-object-type-seq10 <Switch> { 1 } <Scalar> fps { 10 }
  42. egg-object-type-seq8 <Switch> { 1 } <Scalar> fps { 8 }
  43. egg-object-type-seq6 <Switch> { 1 } <Scalar> fps { 6 }
  44. egg-object-type-seq4 <Switch> { 1 } <Scalar> fps { 4 }
  45. egg-object-type-seq2 <Switch> { 1 } <Scalar> fps { 2 }
  46. egg-object-type-binary <Scalar> alpha { binary }
  47. egg-object-type-dual <Scalar> alpha { dual }
  48. egg-object-type-glass <Scalar> alpha { blend_no_occlude }
  49. # These are just shortcuts to define the Model and DCS flags, which
  50. # indicate nodes that should not be flattened out of the hierarchy
  51. # during the conversion process. DCS goes one step further and
  52. # indicates that the node's transform is important and should be
  53. # preserved (DCS stands for Dynamic Coordinate System). Notouch is
  54. # even stronger, and means not to do any flattening below the node at
  55. # all.
  56. egg-object-type-model <Model> { 1 }
  57. egg-object-type-dcs <DCS> { 1 }
  58. egg-object-type-notouch <DCS> { no_touch }
  59. # The following define various kinds of collision geometry. These
  60. # mark the geometry at this level and below as invisible collision
  61. # polygons, which can be used by Panda's collision system to detect
  62. # collisions more optimally than regular visible polygons.
  63. egg-object-type-barrier <Collide> { Polyset descend }
  64. egg-object-type-sphere <Collide> { Sphere descend }
  65. egg-object-type-invsphere <Collide> { InvSphere descend }
  66. egg-object-type-tube <Collide> { Tube descend }
  67. # As above, but these are flagged to be "intangible", so that they
  68. # will trigger an event but not stop an object from passing through.
  69. egg-object-type-trigger <Collide> { Polyset descend intangible }
  70. egg-object-type-trigger-sphere <Collide> { Sphere descend intangible }
  71. # "floor" and "dupefloor" define the nodes in question as floor
  72. # polygons. dupefloor means to duplicate the geometry first so that
  73. # the same polygons serve both as visible geometry and as collision
  74. # polygons.
  75. egg-object-type-floor <Collide> { Polyset descend level }
  76. egg-object-type-dupefloor <Collide> { Polyset keep descend level }
  77. # "bubble" puts an invisible bubble around an object, but does not
  78. # otherwise remove the geometry.
  79. egg-object-type-bubble <Collide> { Sphere keep descend }
  80. # "ghost" turns off the normal collide bit that is set on visible
  81. # geometry by default, so that if you are using visible geometry for
  82. # collisions, this particular geometry will not be part of those
  83. # collisions--it is ghostlike.
  84. egg-object-type-ghost <Scalar> collide-mask { 0 }
  85. # "glow" is useful for halo effects and things of that ilk. It
  86. # renders the object in add mode instead of the normal opaque mode.
  87. egg-object-type-glow <Scalar> blend { add }
  88. # This module allows direct loading of formats like .flt, .mb, or .dxf
  89. load-file-type p3ptloader
  90. # Define a new egg object type. See the comments in _panda.prc about this.
  91. egg-object-type-direct-widget <Scalar> collide-mask { 0x80000000 } <Collide> { Polyset descend }
  92. # Define a new cull bin that will render on top of everything else.
  93. cull-bin gui-popup 60 unsorted
  94. # The following two lines are a fix for flaky hardware clocks.
  95. # Nowadays, lock-to-one-cpu is probably more trouble than it's worth.
  96. #lock-to-one-cpu #t
  97. # So is paranoid-clock.
  98. #paranoid-clock 1
  99. # This default only comes into play if you try to load a model
  100. # and don't specify an extension.
  101. default-model-extension .egg
  102. # If we have the SpeedTree library available, we'll want to use it for
  103. # loading compiled SpeedTree tree objects, and SpeedTree forest
  104. # tables.
  105. #st#load-file-type srt pandaspeedtree
  106. #st#load-file-type stf pandaspeedtree