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- ###########################################################
- ### ###
- ### Panda3D Configuration File - Auto-Generated Portion ###
- ### ###
- ### Editing this file is not recommended. Most of these ###
- ### directives can be overriden in Config.prc ###
- ### ###
- ###########################################################
- # The egg loader is handy to have available by default. This allows
- # clients to load egg files. (The bam loader is built-in so bam files
- # are always loadable).
- # By qualifying with the extension "egg", we indicate the egg loader
- # 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
- # If we built with Assimp support, we can enable the Assimp loader,
- # which allows us to load many model formats natively.
- load-file-type p3assimp
- # These entries work very similar to load-file-type, except they are
- # used by the MovieVideo and MovieAudio code to determine which module
- # should be loaded in order to decode files of the given extension.
- # ffmpeg is added by default because it used to be compiled in.
- # The * is a special catch-all extension that is consulted unless a
- # loader has been defined with an explicit extension.
- load-audio-type * p3ffmpeg
- load-video-type * p3ffmpeg
- # The following lines define some handy object types to use within the
- # egg syntax. This remaps <ObjectType> { name } into whatever egg
- # syntax is given by egg-object-type-name, which makes a handy
- # abbreviation for modeling packages (like Maya) to insert
- # sophisticated egg syntax into the generated egg file, using a single
- # object type string.
- egg-object-type-portal <Scalar> portal { 1 }
- egg-object-type-polylight <Scalar> polylight { 1 }
- 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-seq10 <Switch> { 1 } <Scalar> fps { 10 }
- egg-object-type-seq8 <Switch> { 1 } <Scalar> fps { 8 }
- egg-object-type-seq6 <Switch> { 1 } <Scalar> fps { 6 }
- egg-object-type-seq4 <Switch> { 1 } <Scalar> fps { 4 }
- egg-object-type-seq2 <Switch> { 1 } <Scalar> fps { 2 }
- 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). 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 }
- 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
- # Define a new egg object type. See the comments in _panda.prc about this.
- egg-object-type-direct-widget <Scalar> collide-mask { 0x80000000 } <Collide> { Polyset descend }
- # Define a new cull bin that will render on top of everything else.
- cull-bin gui-popup 60 unsorted
- # The following two lines are a fix for flaky hardware clocks.
- # Nowadays, lock-to-one-cpu is probably more trouble than it's worth.
- #lock-to-one-cpu #t
- # So is paranoid-clock.
- #paranoid-clock 1
- # This default only comes into play if you try to load a model
- # and don't specify an extension.
- default-model-extension .egg
- # If we have the SpeedTree library available, we'll want to use it for
- # loading compiled SpeedTree tree objects, and SpeedTree forest
- # tables.
- #st#load-file-type srt pandaspeedtree
- #st#load-file-type stf pandaspeedtree
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