105 lines
4.2 KiB
ObjectPascal
105 lines
4.2 KiB
ObjectPascal
//
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// panda.prc.pp
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//
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// This file defines the script to auto-generate panda.prc at
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// ppremake 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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#output 20_panda.prc notouch
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#### Generated automatically by $[PPREMAKE] $[PPREMAKE_VERSION] from $[notdir $[THISFILENAME]].
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################################# DO NOT EDIT ###########################
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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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# 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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#if $[HAVE_DX9]
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aux-display pandadx9
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#endif
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#if $[HAVE_GL]
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aux-display pandagl
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#endif
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#if $[HAVE_DX8]
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aux-display pandadx8
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#endif
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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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# 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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# 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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load-file-type egg pandaegg
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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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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-indexed <Scalar> indexed { 1 }
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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).
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egg-object-type-model <Model> { 1 }
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egg-object-type-dcs <DCS> { 1 }
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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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# 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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# "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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# "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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# "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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# "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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#end 20_panda.prc
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