########################################################### ### ### ### 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 # 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 { 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 portal { 1 } egg-object-type-polylight polylight { 1 } egg-object-type-seq24 { 1 } fps { 24 } egg-object-type-seq12 { 1 } fps { 12 } egg-object-type-indexed indexed { 1 } egg-object-type-seq10 { 1 } fps { 10 } egg-object-type-seq8 { 1 } fps { 8 } egg-object-type-seq6 { 1 } fps { 6 } egg-object-type-seq4 { 1 } fps { 4 } egg-object-type-seq2 { 1 } fps { 2 } egg-object-type-binary alpha { binary } egg-object-type-dual alpha { dual } egg-object-type-glass 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 { 1 } egg-object-type-dcs { 1 } egg-object-type-notouch { 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 { Polyset descend } egg-object-type-sphere { Sphere descend } egg-object-type-invsphere { InvSphere descend } egg-object-type-tube { 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 { Polyset descend intangible } egg-object-type-trigger-sphere { 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 { Polyset descend level } egg-object-type-dupefloor { Polyset keep descend level } # "bubble" puts an invisible bubble around an object, but does not # otherwise remove the geometry. egg-object-type-bubble { 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 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 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 collide-mask { 0x80000000 } { 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