open_toontown_panda3d/panda/src/configfiles/panda.prc.pp

105 lines
4.2 KiB
ObjectPascal

//
// panda.prc.pp
//
// This file defines the script to auto-generate panda.prc at
// ppremake time. This is intended to fill in some of the default
// parameters, in particular the default display types.
//
#output 20_panda.prc notouch
#### Generated automatically by $[PPREMAKE] $[PPREMAKE_VERSION] from $[notdir $[THISFILENAME]].
################################# DO NOT EDIT ###########################
# Let's set up a default window size of 800x600. The user can
# override this in his or her personal prc file.
win-size 800 600
# Define the display types that have been compiled in. Panda will
# pick one of these by going through the list in this order until one
# is found that works, unless the user specifically requests a
# particular display type with the load-display directive.
#if $[HAVE_DX9]
aux-display pandadx9
#endif
#if $[HAVE_GL]
aux-display pandagl
#endif
#if $[HAVE_DX8]
aux-display pandadx8
#endif
# 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
# 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 }
# 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).
egg-object-type-model <Model> { 1 }
egg-object-type-dcs <DCS> { 1 }
# 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 }
#end 20_panda.prc